Kahel
-
Posts
4 -
Joined
-
Last visited
Posts posted by Kahel
-
-
Hello, I've been looking all day to a way to animate any BidepModel (player, zombie, squelleton, any other biped, vanilla or not...) with the same animation/pose (all biped having the same "structure" arms, legs...).
My first approach was to use the render event hook that way:
@SubscribeEvent public void onRenderBiped(RenderLivingEvent.Pre event){ /*ICaster caster = CasterHandler.getCaster(event.getEntity()); if(caster!=null) { ModelPlayer modelplayer = event.getRenderer().getMainModel(); modelplayer.bipedRightArm. }*/ if(event.getRenderer().getMainModel() instanceof ModelBiped) { event.setCanceled(true); ModelBiped model = (ModelBiped)event.getRenderer().getMainModel(); model.bipedRightArm.rotateAngleX = 5f; } }
but it does'nt work (because the rotate angle values are overrided by the model render method, and of course if I use RenderLivingEvent.Post the model is already rendered so it's too late).
I found some answers saying to create a custom BipedModel but it would mean to create as many Renderer as biped entity to override the vanilla BipedModel (and is it even possible?), plus would'nt it be a compatibility-killer?
Is there a better maintenable solution?
-
I'm looking anywhere in the source code but can't find why the player is slowed down when he's using an item
-
Hey, I'm trying to make an item not slowing down the player when it's used.
For the moment I made a function in my Item extended class
@Override public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn) { playerIn.setActiveHand(handIn); //... return new ActionResult<ItemStack>(EnumActionResult.PASS, playerIn.getHeldItem(handIn)); }
I can't even find where in the code the speed is changing when an item is used.
Thanks for your help.
Animate vanilla model
in Modder Support
Posted
I tough of this solution but imagine the render method changes in future versions or is used in other mods. It's kind the same problem as overriding the model.