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	<title>Custom Models and Assets/pt - Revision history</title>
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	<updated>2026-10-25T16:56:17Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.dragonminez.com/pt/wiki/Custom_Models_and_Assets?diff=21098&amp;oldid=prev</id>
		<title>Shokkoh: Translation sync from dragonminez-wiki repository</title>
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		<updated>2026-10-14T00:05:48Z</updated>

		<summary type="html">&lt;p&gt;Translation sync from dragonminez-wiki repository&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Os &amp;#039;&amp;#039;&amp;#039;modelos e recursos próprios&amp;#039;&amp;#039;&amp;#039; permitem que raças e formas usem sua própria geometria, texturas de corpo e rostos. Você não precisa criar um addon separado para isso, mas precisa editar arquivos de configuração JSON e adicionar recursos a um pacote de recursos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;How_the_model_is_chosen&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Como o modelo é escolhido ==&lt;br /&gt;
O DragonMineZ escolhe a chave de modelo nesta ordem:&lt;br /&gt;
# O &amp;lt;code&amp;gt;customModel&amp;lt;/code&amp;gt; da &amp;#039;&amp;#039;&amp;#039;forma acumulável&amp;#039;&amp;#039;&amp;#039; ativa (de &amp;lt;code&amp;gt;config/dragonminez/forms/&amp;lt;group&amp;gt;.json&amp;lt;/code&amp;gt;).&lt;br /&gt;
# O &amp;lt;code&amp;gt;customModel&amp;lt;/code&amp;gt; da &amp;#039;&amp;#039;&amp;#039;forma de raça&amp;#039;&amp;#039;&amp;#039; ativa (de &amp;lt;code&amp;gt;races/&amp;lt;race&amp;gt;/forms/&amp;lt;group&amp;gt;.json&amp;lt;/code&amp;gt;).&lt;br /&gt;
# O &amp;lt;code&amp;gt;customModel&amp;lt;/code&amp;gt; da raça (de &amp;lt;code&amp;gt;races/&amp;lt;race&amp;gt;/character.json&amp;lt;/code&amp;gt;).&lt;br /&gt;
# O modelo padrão incluído da raça (uma raça personalizada sem &amp;lt;code&amp;gt;customModel&amp;lt;/code&amp;gt; usa o modelo Humano).&lt;br /&gt;
&lt;br /&gt;
Origem: &amp;lt;code&amp;gt;src/main/java/com/dragonminez/client/model/DMZPlayerModel.java&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Built-in_model_keys&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Chaves de modelo incluídas ==&lt;br /&gt;
Você pode fazer qualquer raça ou forma usar um modelo que já vem com o DragonMineZ. Estas chaves também trazem as texturas e os rostos desse modelo:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Família !! Chaves&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:MyLanguage/Human|Humano]] / [[Special:MyLanguage/Saiyan|Saiyajin]] || &amp;lt;code&amp;gt;human&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;saiyan&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;buffed&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;buffedg3&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;4arms&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ssj4gt&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ssj4d&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;oozaru&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:MyLanguage/Namekian|Namekuseijin]] || &amp;lt;code&amp;gt;namekian&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;namekian_orange&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;namekian_buffed&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:MyLanguage/Majin|Majin]] || &amp;lt;code&amp;gt;majin&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;majin_super&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;majin_ultra&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;majin_evil&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;majin_kid&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;janemba_imperfect&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;janemba_fat&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;janemba_super&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:MyLanguage/Frost Demon|Clã Freeza]] || &amp;lt;code&amp;gt;frostdemon&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;frostdemon_second&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;frostdemon_third&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;frostdemon_final&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;frostdemon_fifth&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;frostdemon_fp&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;frostdemon_mecha&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;frostdemon_metalcore&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:MyLanguage/Bio-Android|Bio-Androide]] || &amp;lt;code&amp;gt;bioandroid&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bioandroid_base&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bioandroid_semi&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bioandroid_perfect&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bioandroid_ultra&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bioandroid_xeno&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;bioandroid_xenofp&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:MyLanguage/Glind|Glind]] || &amp;lt;code&amp;gt;glindtrueform&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;trascended&amp;lt;/code&amp;gt; (usa o modelo feminino para personagens femininos)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A chave especial &amp;lt;code&amp;gt;finalbase&amp;lt;/code&amp;gt; (usada pela forma acumulável Ultimate) volta para o modelo base da própria raça nas raças incluídas.&lt;br /&gt;
&lt;br /&gt;
Qualquer outra chave é uma &amp;#039;&amp;#039;&amp;#039;chave de modelo personalizada&amp;#039;&amp;#039;&amp;#039; e segue as convenções abaixo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Geometry_files&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Arquivos de geometria ==&lt;br /&gt;
Os arquivos de modelos personalizados são procurados neste namespace e caminho, tanto para modelos de raça &amp;#039;&amp;#039;&amp;#039;quanto&amp;#039;&amp;#039;&amp;#039; de forma:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
assets/dragonminez/geo/entity/races/&amp;lt;model_key&amp;gt;.geo.json&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Se a raça tiver &amp;lt;code&amp;gt;hasGender: true&amp;lt;/code&amp;gt;, o DragonMineZ acrescenta o sufixo de gênero no lugar:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
assets/dragonminez/geo/entity/races/&amp;lt;model_key&amp;gt;_male.geo.json&lt;br /&gt;
assets/dragonminez/geo/entity/races/&amp;lt;model_key&amp;gt;_female.geo.json&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Se o arquivo não for encontrado, o jogador volta para o modelo Humano padrão. Esse comportamento do sufixo vem de &amp;lt;code&amp;gt;DMZPlayerModel#resolveCustomModel&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As partes extras de cabeça escolhidas na personalização do personagem (os &amp;lt;code&amp;gt;headBones&amp;lt;/code&amp;gt; da raça) são buscadas primeiro em &amp;lt;code&amp;gt;assets/dragonminez/geo/entity/raceparts.geo.json&amp;lt;/code&amp;gt; e depois no próprio modelo da raça, então você pode adicionar seus próprios ossos de orelhas ou chifres diretamente no seu modelo.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Body_textures&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Texturas do corpo ==&lt;br /&gt;
Para chaves de modelo personalizadas, as texturas do corpo ficam em uma pasta com o nome da &amp;#039;&amp;#039;&amp;#039;chave da raça&amp;#039;&amp;#039;&amp;#039;: &amp;lt;code&amp;gt;assets/dragonminez/textures/entity/races/&amp;lt;race_key&amp;gt;/&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As &amp;#039;&amp;#039;&amp;#039;raças em camadas&amp;#039;&amp;#039;&amp;#039; (&amp;lt;code&amp;gt;isLayered: true&amp;lt;/code&amp;gt; em &amp;lt;code&amp;gt;character.json&amp;lt;/code&amp;gt;) usam três camadas em tons de cinza por tipo corporal, tingidas com as três cores de corpo:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_&amp;lt;bodyType&amp;gt;_layer1.png&amp;lt;/code&amp;gt; (cor de corpo 1)&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_&amp;lt;bodyType&amp;gt;_layer2.png&amp;lt;/code&amp;gt; (cor de corpo 2)&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_&amp;lt;bodyType&amp;gt;_layer3.png&amp;lt;/code&amp;gt; (cor de corpo 3)&lt;br /&gt;
* Com gênero: &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_male_&amp;lt;bodyType&amp;gt;_layer1.png&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_female_&amp;lt;bodyType&amp;gt;_layer1.png&amp;lt;/code&amp;gt; e assim por diante.&lt;br /&gt;
&lt;br /&gt;
A quantidade de tipos corporais oferecidos na personalização do personagem é a quantidade de arquivos &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;[_male|_female]_&amp;lt;n&amp;gt;_layer1.png&amp;lt;/code&amp;gt; consecutivos encontrados, começando em &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;. Se a raça tiver &amp;lt;code&amp;gt;useVanillaSkin: true&amp;lt;/code&amp;gt;, o tipo corporal &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; é a skin de Minecraft do próprio jogador e suas texturas começam em &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;. Se faltar o &amp;lt;code&amp;gt;layer1&amp;lt;/code&amp;gt; de um tipo corporal, é usado o tipo corporal &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
As &amp;#039;&amp;#039;&amp;#039;raças sem camadas&amp;#039;&amp;#039;&amp;#039; (&amp;lt;code&amp;gt;isLayered: false&amp;lt;/code&amp;gt;) usam uma única textura tingida com a cor de corpo 1: &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;.png&amp;lt;/code&amp;gt;, ou &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_male.png&amp;lt;/code&amp;gt; / &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_female.png&amp;lt;/code&amp;gt; com gênero.&lt;br /&gt;
&lt;br /&gt;
Origem: &amp;lt;code&amp;gt;src/main/java/com/dragonminez/client/util/SkinGathererProvider.java&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;src/main/java/com/dragonminez/client/util/TextureCounter.java&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Face_textures&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Texturas do rosto ==&lt;br /&gt;
As raças personalizadas em camadas desenham o próprio rosto a partir desta pasta:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
assets/dragonminez/textures/entity/races/&amp;lt;race_key&amp;gt;/faces/&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Os arquivos seguem este padrão de nomes:&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_eye_&amp;lt;eyesType&amp;gt;_0.png&amp;lt;/code&amp;gt; (branco do olho)&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_eye_&amp;lt;eyesType&amp;gt;_1.png&amp;lt;/code&amp;gt; (cor dos olhos 1)&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_eye_&amp;lt;eyesType&amp;gt;_2.png&amp;lt;/code&amp;gt; (cor dos olhos 2)&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_eye_&amp;lt;eyesType&amp;gt;_3.png&amp;lt;/code&amp;gt; (sobrancelhas, cor do cabelo)&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_nose_&amp;lt;noseType&amp;gt;.png&amp;lt;/code&amp;gt; (cor da pele)&lt;br /&gt;
* &amp;lt;code&amp;gt;&amp;lt;model_key&amp;gt;_mouth_&amp;lt;mouthType&amp;gt;.png&amp;lt;/code&amp;gt; (cor da pele)&lt;br /&gt;
&lt;br /&gt;
Se faltar um índice, é usado &amp;lt;code&amp;gt;_0&amp;lt;/code&amp;gt;. A tela de personalização oferece primeiro seus próprios olhos, narizes e bocas (contados a partir dos arquivos acima, começando em &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;) e depois todos os dos Humanos, então os jogadores também podem dar à sua raça um rosto Humano.&lt;br /&gt;
&lt;br /&gt;
As raças personalizadas sem camadas pegam emprestado o rosto Humano por completo. Quando uma raça renderiza a skin de Minecraft do jogador (tipo corporal &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; com &amp;lt;code&amp;gt;useVanillaSkin: true&amp;lt;/code&amp;gt;), nenhuma textura de rosto é desenhada por cima.&lt;br /&gt;
&lt;br /&gt;
Origem: &amp;lt;code&amp;gt;src/main/java/com/dragonminez/client/render/layer/DMZSkinLayer.java&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;renderCustomFace&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Assigning_your_model_key&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Atribuir sua chave de modelo ==&lt;br /&gt;
Escolha um lugar:&lt;br /&gt;
* O modelo padrão da raça: &amp;lt;code&amp;gt;races/&amp;lt;race&amp;gt;/character.json&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;customModel&amp;lt;/code&amp;gt;&lt;br /&gt;
* Uma forma específica: &amp;lt;code&amp;gt;races/&amp;lt;race&amp;gt;/forms/&amp;lt;group&amp;gt;.json&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;forms.&amp;lt;form&amp;gt;.customModel&amp;lt;/code&amp;gt;&lt;br /&gt;
* Uma forma acumulável: &amp;lt;code&amp;gt;forms/&amp;lt;group&amp;gt;.json&amp;lt;/code&amp;gt; → &amp;lt;code&amp;gt;forms.&amp;lt;form&amp;gt;.customModel&amp;lt;/code&amp;gt;&lt;br /&gt;
Depois adicione a geometria e as texturas correspondentes ao seu pacote de recursos. Veja [[Special:MyLanguage/Custom Races|Raças personalizadas]] e [[Special:MyLanguage/Custom Forms|Formas personalizadas]] para os outros campos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Transformation_animations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Animações de transformação ==&lt;br /&gt;
O &amp;lt;code&amp;gt;transformationAnimation&amp;lt;/code&amp;gt; de uma forma pode indicar qualquer animação definida nos arquivos de animação do jogador em &amp;lt;code&amp;gt;assets/dragonminez/animations/entity/races/&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;movement&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;combat&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;ki&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;transf&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;skp&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;evs&amp;lt;/code&amp;gt;). Para adicionar a sua, inclua no seu pacote de recursos uma cópia de &amp;lt;code&amp;gt;transf.animation.json&amp;lt;/code&amp;gt; que mantenha as entradas incluídas e adicione sua animação, e depois use o nome dela na configuração da forma.&lt;br /&gt;
&lt;br /&gt;
== Checklist ==&lt;br /&gt;
# Defina &amp;lt;code&amp;gt;customModel&amp;lt;/code&amp;gt; na configuração da raça ou da forma.&lt;br /&gt;
# Adicione &amp;lt;code&amp;gt;geo/entity/races/&amp;lt;model_key&amp;gt;.geo.json&amp;lt;/code&amp;gt; (e as variantes &amp;lt;code&amp;gt;_male&amp;lt;/code&amp;gt; e &amp;lt;code&amp;gt;_female&amp;lt;/code&amp;gt; se a raça tiver gênero).&lt;br /&gt;
# Adicione as texturas do corpo em &amp;lt;code&amp;gt;textures/entity/races/&amp;lt;race_key&amp;gt;/&amp;lt;/code&amp;gt; (e as variantes de gênero, se necessário).&lt;br /&gt;
# Nas raças em camadas, adicione texturas de rosto para cada índice de olhos, nariz e boca que você usar.&lt;br /&gt;
# Recarregue os recursos e execute &amp;lt;code&amp;gt;/dmzreload&amp;lt;/code&amp;gt;. Às vezes será preciso reiniciar o jogo.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Modding}}&lt;/div&gt;</summary>
		<author><name>Shokkoh</name></author>
	</entry>
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