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Render biped arm multiplayer


Lyon

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Hello,

I want to add a lantern, which is held by the player with streched out arms. I already managed to render the arms when holding a lantern in hand. But if another player is also rendered, the arm of the other player is rendered at my position.

Is there some way to fix this ? Help would be appreciated. 

Here is my code:

 

ToolLamp:

public class ToolLamp extends ItemBase
{
	public ToolLamp(String name) 
	{
		super(name);
		setMaxStackSize(1);
	}
}

 

LoginHandler:

public class LoginHandler 
{
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onLogin(EntityJoinWorldEvent event)
	{
		if(event.getEntity() instanceof EntityPlayer && event.getWorld().isRemote)
		{
			MinecraftForge.EVENT_BUS.register(new LampHandler());
		}
	}
}

 

LampHandler:

public class LampHandler 
{
	
	public LampHandler() 
	{
	}
	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onPreRender(RenderPlayerEvent.Pre event)
	{
		EntityPlayer player = event.getEntityPlayer();
		
		if(player.getHeldItem(EnumHand.MAIN_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedRightArm.isHidden=true;
			event.getRenderer().getMainModel().bipedRightArmwear.isHidden=true;
		}
		if(player.getHeldItem(EnumHand.OFF_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedLeftArm.isHidden=true;
			event.getRenderer().getMainModel().bipedLeftArmwear.isHidden=true;
		}
	}
	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onPostRender(RenderPlayerEvent.Post event)
	{
		EntityPlayer player = event.getEntityPlayer();
		float yRotationPoint = 20.5F;
		
		if(player.isSneaking())
		{
			yRotationPoint = 16.5F; 
		}
		
		if(player.getHeldItem(EnumHand.MAIN_HAND).getItem().equals(ItemInit.Lamp))
		{
			//rotate arm
			event.getRenderer().getMainModel().bipedRightArm.isHidden=false;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointX = -MathHelper.cos((float)Math.toRadians(player.renderYawOffset)) * 4.2F;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointY = yRotationPoint;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointZ = -MathHelper.sin((float)Math.toRadians(player.renderYawOffset)) * 5.0F;
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleX = (float)Math.toRadians(90.0F);
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleY = (float)-Math.toRadians(player.renderYawOffset);
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleZ = 0.0F;
			event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)player));
			event.getRenderer().getMainModel().bipedRightArm.renderWithRotation(0.0625F);
			event.getRenderer().getMainModel().bipedRightArm.rotationPointY = 2.0F;
		}
		if(player.getHeldItem(EnumHand.OFF_HAND).getItem().equals(ItemInit.Lamp))
		{
			//rotate arm
			event.getRenderer().getMainModel().bipedLeftArm.isHidden=false;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointX = MathHelper.cos((float)Math.toRadians(player.renderYawOffset)) * 4.2F;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = yRotationPoint;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointZ = MathHelper.sin((float)Math.toRadians(player.renderYawOffset)) * 5.0F;
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleX = (float)Math.toRadians(90.0F);
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleY = (float)-Math.toRadians(player.renderYawOffset);
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleZ = 0.0F;
			event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)player));
			event.getRenderer().getMainModel().bipedLeftArm.renderWithRotation(0.0625F);
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = 2.0F;
		}
	}
}

 

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8 minutes ago, Lyon said:

public void onLogin(EntityJoinWorldEvent event)

No dont do this. You only need to register it once. Not every time a player logs in.

 

8 minutes ago, Lyon said:

Is there some way to fix this ?

Check if the entity player is the client player? Assuming I understand this correctly.

player == Minecraft#player

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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1 hour ago, Animefan8888 said:

Check if the entity player is the client player? Assuming I understand this correctly.

player == Minecraft#player

i have the exact same problem with my mediating pose.. but doing it that way it would only render correctly for the client player and not for every other player too. basically im in multiplayer and if the other player meditates, his arms are rendered on mine ://

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Just now, eatthenight said:

im in multiplayer and if the other player meditates, his arms are rendered on mine ://

Ok you'll have to render it different if it isn't the client player than you would if it was the client player. @Lyon

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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3 minutes ago, Animefan8888 said:

Ok you'll have to render it different if it isn't the client player than you would if it was the client player. @Lyon

but how do you do that? how do i get the model of other players and change the rotation of arms and stuff..? idk because it seems everything works fine except the position is set to the clients player arms and not of the player who’s actually mediating..

Edited by eatthenight
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Just now, eatthenight said:

but how do you do that? how do i get the model of other players and change the rotation of arms and stuff..?

The RenderPlayerEvent is called for all Player entities. You'll just have to do what you have been doing just twice and differently. IE

if eventPlayer is clientPlayer
   // Render what you have
else

  // Render with different settings that make it look correct.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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2 minutes ago, Animefan8888 said:

The RenderPlayerEvent is called for all Player entities. You'll just have to do what you have been doing just twice and differently. IE

if eventPlayer is clientPlayer
   // Render what you have
else

  // Render with different settings that make it look correct.

exactly but what im confused about is event.getEntityPlayer() should give the player who's rendered if im not mistaken? but why does it render on the client player and not on the player who's actually mediating? like the arms are rendered on the position of the client players arms..... but i use the values of event.getEntityPlayer() to set the position so it should be rendered on the correct position? it seems somehow event.getEntityPlayer gives me the wrong player? im rotating the arms of the right player just the position is wrong cuz when i mediate my player has no arms.

 

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5 minutes ago, eatthenight said:

exactly but what im confused about is event.getEntityPlayer() should give the player who's rendered if im not mistaken? but why does it render on the client player and not on the player who's actually mediating? like the arms are rendered on the position of the client players arms..... but i use the values of event.getEntityPlayer() to set the position so it should be rendered on the correct position? it seems somehow event.getEntityPlayer gives me the wrong player? im rotating the arms of the right player just the position is wrong cuz when i mediate my player has no arms.

How about you make your own thread and post your code so we can give you appropriate help.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Thank you very much for replying.

@Animefan8888

I added "GlStateManager.translate" like you advised eatthenight in his thread.

Now the arms are rendering at the right spot, but they're glitching back and forth as I move. Is there a way to fix this?

Here's my new code:

Spoiler

public class LampHandler 
{	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onPreRender(RenderPlayerEvent.Pre event)
	{
		EntityPlayer player = event.getEntityPlayer();
		
		GlStateManager.pushMatrix();
		
		if(player.getHeldItem(EnumHand.MAIN_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedRightArm.isHidden=true;
		}
		if(player.getHeldItem(EnumHand.OFF_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedLeftArm.isHidden=true;
		}
	}
	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onPostRender(RenderPlayerEvent.Post event)
	{
		EntityPlayer playerR = event.getEntityPlayer();
		EntityPlayer playerC = Minecraft.getMinecraft().player;
		float yRotationPoint = 20.5F;
		
		if(!playerR.equals(playerC))
		{
			GlStateManager.translate(playerR.posX-playerC.posX, playerR.posY-playerC.posY, playerR.posZ-playerC.posZ);
		}
		
		if(playerR.isSneaking())
		{
			yRotationPoint = 16.5F; 
		}
		
		if(playerR.getHeldItem(EnumHand.MAIN_HAND).getItem().equals(ItemInit.Lamp))
		{			
			event.getRenderer().getMainModel().bipedRightArm.isHidden=false;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointX = -MathHelper.cos((float)Math.toRadians(playerR.renderYawOffset)) * 4.2F;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointY = yRotationPoint;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointZ = -MathHelper.sin((float)Math.toRadians(playerR.renderYawOffset)) * 5.0F;
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleX = (float)Math.toRadians(90.0F);
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleY = (float)-Math.toRadians(playerR.renderYawOffset);
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleZ = 0.0F;
			event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)playerR));
			event.getRenderer().getMainModel().bipedRightArm.renderWithRotation(0.0625F);
			event.getRenderer().getMainModel().bipedRightArm.rotationPointY = 2.0F;
		}
		if(playerR.getHeldItem(EnumHand.OFF_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedLeftArm.isHidden=false;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointX = MathHelper.cos((float)Math.toRadians(playerR.renderYawOffset)) * 4.2F;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = yRotationPoint;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointZ = MathHelper.sin((float)Math.toRadians(playerR.renderYawOffset)) * 5.0F;
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleX = (float)Math.toRadians(90.0F);
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleY = (float)-Math.toRadians(playerR.renderYawOffset);
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleZ = 0.0F;
			event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)playerR));
			event.getRenderer().getMainModel().bipedLeftArm.renderWithRotation(0.0625F);
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = 2.0F;
		}
		
		GlStateManager.popMatrix();
	}
}

 

 

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6 hours ago, Lyon said:

Now the arms are rendering at the right spot, but they're glitching back and forth as I move. Is there a way to fix this?

You've gotta interpolate the position of them. Using the partialTicks value in the event and the Entity#posX/Y/Z and Entity#lastPosX/Y/Z

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VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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@Animefan8888

Now it's working really well. Thank so much ?.

Here's my code:

 

LampHandler:

Spoiler

 


public class LampHandler 
{	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onPreRender(RenderPlayerEvent.Pre event)
	{
		EntityPlayer player = event.getEntityPlayer();
		
		GlStateManager.pushMatrix();
		
		if(player.getHeldItem(EnumHand.MAIN_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedRightArm.isHidden=true;
		}
		if(player.getHeldItem(EnumHand.OFF_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedLeftArm.isHidden=true;
		}
	}
	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onPostRender(RenderPlayerEvent.Post event)
	{
		EntityPlayer playerR = event.getEntityPlayer();
		EntityPlayer playerC = Minecraft.getMinecraft().player;
		float yRotationPoint = 20.5F;
		
		if(!playerR.equals(playerC))
		{
			GlStateManager.translate(Utils.getPlayerXOffset(playerR, playerC, event.getPartialRenderTick()), Utils.getPlayerYOffset(playerR, playerC, event.getPartialRenderTick()), Utils.getPlayerZOffset(playerR, playerC, event.getPartialRenderTick()));
		}
		
		if(playerR.isSneaking())
		{
			yRotationPoint = 16.5F; 
		}
		
		if(playerR.getHeldItem(EnumHand.MAIN_HAND).getItem().equals(ItemInit.Lamp))
		{
			
			//rotate arm
			event.getRenderer().getMainModel().bipedRightArm.isHidden=false;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointX = -MathHelper.cos((float)Math.toRadians(playerR.renderYawOffset)) * 4.2F;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointY = yRotationPoint;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointZ = -MathHelper.sin((float)Math.toRadians(playerR.renderYawOffset)) * 5.0F;
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleX = (float)Math.toRadians(90.0F);
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleY = (float)-Math.toRadians(playerR.renderYawOffset);
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleZ = 0.0F;
			event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)playerR));
			event.getRenderer().getMainModel().bipedRightArm.renderWithRotation(0.0625F);
			event.getRenderer().getMainModel().bipedRightArm.rotationPointY = 2.0F;
		}
		if(playerR.getHeldItem(EnumHand.OFF_HAND).getItem().equals(ItemInit.Lamp))
		{
			//rotate arm
			event.getRenderer().getMainModel().bipedLeftArm.isHidden=false;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointX = MathHelper.cos((float)Math.toRadians(playerR.renderYawOffset)) * 4.2F;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = yRotationPoint;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointZ = MathHelper.sin((float)Math.toRadians(playerR.renderYawOffset)) * 5.0F;
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleX = (float)Math.toRadians(90.0F);
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleY = (float)-Math.toRadians(playerR.renderYawOffset);
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleZ = 0.0F;
			event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)playerR));
			event.getRenderer().getMainModel().bipedLeftArm.renderWithRotation(0.0625F);
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = 2.0F;
		}
		
		GlStateManager.popMatrix();
	}
}

 

Utils:

Spoiler

public class Utils 
{
	public static final double getPlayerXOffset(EntityPlayer pR, EntityPlayer pC, float partialTick)
	{
		return (pR.lastTickPosX+((pR.posX-pR.lastTickPosX)*partialTick))-(pC.lastTickPosX+((pC.posX-pC.lastTickPosX)*partialTick));
	}
	
	public static final double getPlayerYOffset(EntityPlayer pR, EntityPlayer pC, float partialTick)
	{
		return (pR.lastTickPosY+((pR.posY-pR.lastTickPosY)*partialTick))-(pC.lastTickPosY+((pC.posY-pC.lastTickPosY)*partialTick));
	}
	
	public static final double getPlayerZOffset(EntityPlayer pR, EntityPlayer pC, float partialTick)
	{
		return (pR.lastTickPosZ+((pR.posZ-pR.lastTickPosZ)*partialTick))-(pC.lastTickPosZ+((pC.posZ-pC.lastTickPosZ)*partialTick));
	}
}

 

 

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