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Trouble with 3D Custom Armor (1.16.5)


Faro
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I have some trouble with redering my ArmorModel. It renderes my whole armor, also if there is only one item in my armorslot. And my armor doesen t react on basic animation like hit somethink or walk. Also if the player turns his head, the armor doesn t turn with him. Here is my code:

ArmorItem:

public class LokiArmorItem extends ArmorItem{

    private static final String TEXTURE = FarosVikingsMod.modID + ":textures/armor/loki.png";

    public LokiArmorItem(IArmorMaterial p_i48534_1_, EquipmentSlotType p_i48534_2_, Properties p_i48534_3_) {
        super(p_i48534_1_, p_i48534_2_, p_i48534_3_);
    }



    @SuppressWarnings("unchecked")
    @Nullable
    @Override
    public <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType slot, A _default) {
        LokiModel model = (slot == EquipmentSlotType.LEGS ? new LokiModel(0.5f) : new LokiModel(1f));

        model.head.visible = slot == EquipmentSlotType.HEAD;
        model.hat.visible = slot == EquipmentSlotType.HEAD;
        model.body.visible = (slot == EquipmentSlotType.CHEST);
        model.rightArm.visible = slot == EquipmentSlotType.CHEST;
        model.leftArm.visible = slot == EquipmentSlotType.CHEST;

        model.rightLeg.visible = (slot == EquipmentSlotType.LEGS)
                || (slot == EquipmentSlotType.FEET);
        model.leftLeg.visible = (slot == EquipmentSlotType.LEGS)
                || (slot == EquipmentSlotType.FEET);
        model.young = _default.young;
        model.crouching = _default.crouching;
        model.riding = _default.riding;
        model.rightArmPose = _default.rightArmPose;
        model.leftArmPose = _default.leftArmPose;

        return (A) model;
    }

    @Override
    public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type) {
        return TEXTURE;
    }

}

ArmorModel:

@OnlyIn(Dist.CLIENT)
public class LokiModel extends BipedModel<LivingEntity>{
    private final ModelRenderer Loki;
    private final ModelRenderer cube_r1;
    private final ModelRenderer Head;
    private final ModelRenderer hornV1;
    private final ModelRenderer cube_r2;
    private final ModelRenderer cube_r3;
    private final ModelRenderer cube_r4;
    private final ModelRenderer cube_r5;
    private final ModelRenderer hornV2;
    private final ModelRenderer cube_r6;
    private final ModelRenderer cube_r7;
    private final ModelRenderer cube_r8;
    private final ModelRenderer cube_r9;
    private final ModelRenderer LeftLeg;
    private final ModelRenderer RightLeg;
    private final ModelRenderer LeftArm;
    private final ModelRenderer RightArm;
    private final ModelRenderer Body;


    public LokiModel(float p_i1148_1_) {
        super(p_i1148_1_);
        texWidth = 64;
        texHeight = 64;

        Loki = new ModelRenderer(this);
        Loki.setPos(0.0F, 24.0F, 0.0F);


        cube_r1 = new ModelRenderer(this);
        cube_r1.setPos(0.0F, 0.0F, 0.0F);
        Loki.addChild(cube_r1);
        setRotationAngle(cube_r1, 0.3054F, 0.0F, 0.0F);
        cube_r1.texOffs(34, 38).addBox(-5.0F, -23.0F, 10.0F, 10.0F, 15.0F, 1.0F, 0.0F, false);

        Head = new ModelRenderer(this);
        Head.setPos(0.0F, -24.0F, 0.0F);
        Loki.addChild(Head);
        Head.texOffs(0, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, 1.0F, false);
        Head.texOffs(32, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, 1.5F, false);

        hornV1 = new ModelRenderer(this);
        hornV1.setPos(2.0F, 26.0F, 0.0F);
        Head.addChild(hornV1);
        setRotationAngle(hornV1, -3.1416F, -1.309F, 3.1416F);
        hornV1.texOffs(9, 0).addBox(-3.5F, -36.0F, -2.0F, 3.0F, 1.0F, 3.0F, 0.0F, false);

        cube_r2 = new ModelRenderer(this);
        cube_r2.setPos(3.2132F, -39.5353F, -0.5F);
        hornV1.addChild(cube_r2);
        setRotationAngle(cube_r2, 0.0F, -0.5672F, -0.6981F);
        cube_r2.texOffs(9, 0).addBox(-6.5F, -7.0F, 2.25F, 2.0F, 7.0F, 1.0F, 0.0F, false);
        cube_r2.texOffs(9, 0).addBox(-6.5F, -7.0F, 4.0F, 2.0F, 7.0F, 1.0F, 0.0F, false);

        cube_r3 = new ModelRenderer(this);
        cube_r3.setPos(3.075F, -40.311F, -0.5F);
        hornV1.addChild(cube_r3);
        setRotationAngle(cube_r3, 0.0F, 0.0F, 0.7854F);
        cube_r3.texOffs(9, 0).addBox(-8.875F, -1.25F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false);

        cube_r4 = new ModelRenderer(this);
        cube_r4.setPos(3.1719F, -40.3345F, -0.5F);
        hornV1.addChild(cube_r4);
        setRotationAngle(cube_r4, 0.0F, 0.0F, 0.3491F);
        cube_r4.texOffs(9, 0).addBox(-9.5F, -0.75F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false);

        cube_r5 = new ModelRenderer(this);
        cube_r5.setPos(3.2132F, -39.5353F, -0.5F);
        hornV1.addChild(cube_r5);
        setRotationAngle(cube_r5, 0.0F, 0.0F, -0.6981F);
        cube_r5.texOffs(9, 0).addBox(-7.5F, -7.0F, -1.0F, 2.0F, 7.0F, 2.0F, 0.0F, false);

        hornV2 = new ModelRenderer(this);
        hornV2.setPos(-3.0F, 26.0F, 0.0F);
        Head.addChild(hornV2);
        setRotationAngle(hornV2, 0.0F, -1.1781F, 0.0F);
        hornV2.texOffs(11, 0).addBox(-3.5F, -36.0F, -2.0F, 3.0F, 1.0F, 3.0F, 0.0F, false);

        cube_r6 = new ModelRenderer(this);
        cube_r6.setPos(3.2132F, -39.5353F, -0.5F);
        hornV2.addChild(cube_r6);
        setRotationAngle(cube_r6, 0.0F, -0.5672F, -0.6981F);
        cube_r6.texOffs(11, 0).addBox(-6.5F, -7.0F, 2.25F, 2.0F, 7.0F, 1.0F, 0.0F, false);
        cube_r6.texOffs(11, 0).addBox(-6.5F, -7.0F, 4.0F, 2.0F, 7.0F, 1.0F, 0.0F, false);

        cube_r7 = new ModelRenderer(this);
        cube_r7.setPos(3.075F, -40.311F, -0.5F);
        hornV2.addChild(cube_r7);
        setRotationAngle(cube_r7, 0.0F, 0.0F, 0.7854F);
        cube_r7.texOffs(11, 0).addBox(-8.875F, -1.25F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false);

        cube_r8 = new ModelRenderer(this);
        cube_r8.setPos(3.1719F, -40.3345F, -0.5F);
        hornV2.addChild(cube_r8);
        setRotationAngle(cube_r8, 0.0F, 0.0F, 0.3491F);
        cube_r8.texOffs(11, 0).addBox(-9.5F, -0.75F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false);

        cube_r9 = new ModelRenderer(this);
        cube_r9.setPos(3.2132F, -39.5353F, -0.5F);
        hornV2.addChild(cube_r9);
        setRotationAngle(cube_r9, 0.0F, 0.0F, -0.6981F);
        cube_r9.texOffs(11, 0).addBox(-7.5F, -7.0F, -1.0F, 2.0F, 7.0F, 2.0F, 0.0F, false);

        LeftLeg = new ModelRenderer(this);
        LeftLeg.setPos(1.9F, -12.0F, 0.0F);
        Loki.addChild(LeftLeg);
        LeftLeg.texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, true);

        RightLeg = new ModelRenderer(this);
        RightLeg.setPos(-1.9F, -12.0F, 0.0F);
        Loki.addChild(RightLeg);
        RightLeg.texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, false);

        LeftArm = new ModelRenderer(this);
        LeftArm.setPos(5.0F, -22.0F, 0.0F);
        Loki.addChild(LeftArm);
        LeftArm.texOffs(40, 15).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, true);

        RightArm = new ModelRenderer(this);
        RightArm.setPos(-5.0F, -22.0F, 0.0F);
        Loki.addChild(RightArm);
        RightArm.texOffs(40, 15).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, false);

        Body = new ModelRenderer(this);
        Body.setPos(0.0F, -24.0F, 0.0F);
        Loki.addChild(Body);
        Body.texOffs(16, 16).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, 1.01F, false);
    }


    @Override
    public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){
        Loki.render(matrixStack, buffer, packedLight, packedOverlay);
    }


    public void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z) {
        modelRenderer.xRot = x;
        modelRenderer.yRot = y;
        modelRenderer.zRot = z;
    }



}

for the armormaterial I tried both an Enum ArmorMaterial and a class that extends my ArmorItem with an AmorMaterial in it:

public enum LokiArmor implements IArmorMaterial {
    LOKI_ARMOR("loki", 7,  new int[]{7, 9, 10, 6}, 17, SoundEvents.ARMOR_EQUIP_LEATHER,2f, 0.1f,()-> Ingredient.of(ModItems.COPPER_INGOT.get()));
    private static final int[] baseDurability = {128, 144, 160, 112};
    private final String name;
    private final int durability;
    private final int[] armorVal;
    private final int enchantability;
    private final SoundEvent equipSound;
    private final float toughniss;
    private final float knockBackResistance;
    private final Ingredient repairMaterial;

    LokiArmor(String name, int durability, int[] armorVal, int enchantability, SoundEvent equipSound, float toughniss, float knockBackResistance, Supplier<Ingredient> repairMaterial) {
        this.name = name;
        this.durability = durability;
        this.armorVal = armorVal;
        this.enchantability = enchantability;
        this.equipSound = equipSound;
        this.toughniss = toughniss;
        this.knockBackResistance = knockBackResistance;
        this.repairMaterial = repairMaterial.get();
    }


    @Override
    public int getDurabilityForSlot(EquipmentSlotType slot) {
        return this.baseDurability[slot.getIndex() ]* this.durability ;
    }

    @Override
    public int getDefenseForSlot(EquipmentSlotType slot) {
        return this.armorVal[slot.getIndex()];
    }

    @Override
    public int getEnchantmentValue() {
        return this.enchantability;
    }

    @Override
    public SoundEvent getEquipSound() {
        return this.equipSound;
    }

    @Override
    public Ingredient getRepairIngredient() {
        return this.repairMaterial;
    }

    @Override
    public String getName() {
        return this.name;
    }

    @Override
    public float getToughness() {
        return this.toughniss;
    }

    @Override
    public float getKnockbackResistance() {
        return this.knockBackResistance;
    }


}
public class DLokiArmor extends LokiArmorItem{
    public DLokiArmor(IArmorMaterial p_i48534_1_, EquipmentSlotType p_i48534_2_, Properties p_i48534_3_) {
        super(p_i48534_1_, p_i48534_2_, p_i48534_3_);
    }
    public static final IArmorMaterial LOKI = new IArmorMaterial() {
        private final int[] damageReduction = {7, 9, 10, 6};


        @Override
        public int getDurabilityForSlot(EquipmentSlotType slotType) {
            return 7000;
        }

        @Override
        public int getDefenseForSlot(EquipmentSlotType slotType) {
            return damageReduction[slotType.getIndex()];
        }

        @Override
        public int getEnchantmentValue() {
            return 17;
        }

        @Override
        public SoundEvent getEquipSound() {
            return SoundEvents.ARMOR_EQUIP_DIAMOND;
        }

        @Override
        public Ingredient getRepairIngredient() {
            Item item = ForgeRegistries.ITEMS.getValue(new ResourceLocation("minecraft", "diamond"));
            return Ingredient.of(item);
        }

        @Override
        public String getName() {
            return "loki_armor";
        }

        @Override
        public float getToughness() {
            return 3;
        }

        @Override
        public float getKnockbackResistance() {
            return 0;
        }
    };


    @Override
    public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type) {
        if(stack.getItem() == ModItems.LOKI_LEGGINGS.get())
        {
            return FarosVikingsMod.modID + ":" + "/textures/armor/loki.png" ;
        }
        else if(stack.getItem() == ModItems.LOKI_HELMET.get() || stack.getItem() == ModItems.LOKI_CHEST.get() || stack.getItem() == ModItems.LOKI_BOOTS.get())

        {
            return FarosVikingsMod.modID + ":" + "/textures/armor/loki.png" ;
        }
        return null;
    }
}

 

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  • Do not create a new model every time. This will create a new model instance every single frame your armor is on screen. That is not what you want.
  • Do not use @OnlyIn.
  • BipedArmorLayer already sets the part visibilities properly (see BipedArmorLayer#setPartVisibility). You just need to use the already existing fields in BipedModel like head, hat, etc. not make your own.
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I am not sure what you meant with your first point but I changed this things and it didn t change anything. 

public class LokiArmorItem extends ArmorItem{
    LokiModel model =  new LokiModel(1f);

    private static final String TEXTURE = FarosVikingsMod.modID + ":textures/armor/loki.png";

    public LokiArmorItem(IArmorMaterial p_i48534_1_, EquipmentSlotType slot, Properties p_i48534_3_) {
        super(p_i48534_1_, slot, p_i48534_3_);
    }



    @SuppressWarnings("unchecked")
    @Nullable
    @Override
    public <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType slot, A _default) {


        model.setAllVisible(false);
        switch(slot) {
            case HEAD:
                model.head.visible = true;
                model.hat.visible = true;
                break;
            case CHEST:
                model.body.visible = true;
                model.rightArm.visible = true;
                model.leftArm.visible = true;
                break;
            case LEGS:
                model.body.visible = true;
                model.rightLeg.visible = true;
                model.leftLeg.visible = true;
                break;
            case FEET:
                model.rightLeg.visible = true;
                model.leftLeg.visible = true;
        }
       model.young = _default.young;
       model.riding = _default.riding;
       model.crouching = _default.crouching;
       model.rightArmPose = _default.rightArmPose;
       model.leftArmPose = _default.leftArmPose;

        return (A) model;
    }

    @Override
    public String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type) {
        return TEXTURE;
    }

}

 

Edited by Faro
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1 hour ago, Faro said:

LokiModel model = new LokiModel(1f);

This will crash servers, as a server has no idea what a model is. This needs to be in a client-only class.

You are still manually setting model visibilities, which you do not need to do - Minecraft already does this. But you are not using the proper fields for the model parts, hence Minecraft cannot adjust their visibility.

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27 minutes ago, diesieben07 said:

You are still manually setting model visibilities, which you do not need to do - Minecraft already does this. But you are not using the proper fields for the model parts, hence Minecraft cannot adjust their visibility.

You have not fixed either of these things.

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ok so I fixed this error in a bit stupid way I think... but it works. But there is still the error with the rotation and animation stuff

    public static boolean Head;
    public static boolean Body;
    public static boolean Leggings;


@SuppressWarnings("unchecked")
    @OnlyIn(Dist.CLIENT)
    @Override
    public <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType armorSlot, A _default) {

        LokiModel model = new LokiModel(1.0f);
        switch(slot) {
            case HEAD:
                Head = true;
                Body = false;
                Leggings = false;
                break;
            case CHEST:
                Head = false;
                Body = true;
                Leggings = false;
                break;
            case LEGS:
                Head = false;
                Leggings = true;
                Body = false;
                break;
            case FEET:
                Head = false;
                Body = false;
                Leggings = true;
        }



        model.young = _default.young;
        model.crouching = _default.crouching;
        model.riding = _default.riding;
        model.rightArmPose = _default.rightArmPose;
        model.leftArmPose = _default.leftArmPose;

        return (A) model;

    }

and I put this in my model class:

 if (LokiBootsArmorItem.Head) {
            Head.visible = true;
        } else {
            Head.visible = false;
        }
        if (LokiBootsArmorItem.Body) {
          Body.visible = true;
            RightArm.visible = true;
            LeftArm.visible = true;
        } else{
            Body.visible = false;
            RightArm.visible = false;
            LeftArm.visible = false;
    }
        if (LokiBootsArmorItem.Leggings){
            LeftLeg.visible = true;
            RightLeg.visible = true;
        }else {

            LeftLeg.visible = false;
            RightLeg.visible = false;
        }

 

Edited by Faro
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Good lord why.

  • You are still using @OnlyIn. Do not use @OnlyIn.
  • You are still using your own fields for e.g. body, rightArm, etc. BipedModel already has these. If you used the existing ones your problem would immediately go away because Minecraft already sets their visibilities. You do not need to set visible manually.
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I am using the existing ones. the second code is of the main class of my Model so I am not using Lokimodel.body, I am using the original Body of my model. And for the @OnlyIn, where should I put it, because you said that declaring my model would break servers...

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4 minutes ago, Faro said:

I am using the existing ones

From the last code you posted: No you are not. The field for the right arm in BipedModel is called rightArm, your code references something called RightArm.

5 minutes ago, Faro said:

the second code is of the main class of my Model so I am not using Lokimodel.body, I am using the original Body of my model.

There should be no "Body". You should be using body, the existing one. Otherwise Minecraft will not apply the visibilities properly.

5 minutes ago, Faro said:

And for the @OnlyIn, where should I put it, because you said that declaring my model would break servers...

You should not put it anywhere. @OnlyIn is not for use in mod code.

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   public LokiModel(float p_i1148_1_) {
        super(p_i1148_1_);
        texWidth = 64;
        texHeight = 64;

        Loki = new ModelRenderer(this);
        Loki.setPos(0.0F, 24.0F, 0.0F);


        cube_r1 = new ModelRenderer(this);
        cube_r1.setPos(0.0F, 0.0F, 0.0F);
        Loki.addChild(cube_r1);
        setRotationAngle(cube_r1, 0.3054F, 0.0F, 0.0F);
        cube_r1.texOffs(34, 38).addBox(-5.0F, -23.0F, 10.0F, 10.0F, 15.0F, 1.0F, 0.0F, false);

        Head = new ModelRenderer(this);
        Head.setPos(0.0F, -24.0F, 0.0F);
        Loki.addChild(Head);
        Head.texOffs(0, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, 1.0F, false);
        Head.texOffs(32, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, 1.5F, false);

        hornV1 = new ModelRenderer(this);
        hornV1.setPos(2.0F, 26.0F, 0.0F);
        Head.addChild(hornV1);
        setRotationAngle(hornV1, -3.1416F, -1.309F, 3.1416F);
        hornV1.texOffs(9, 0).addBox(-3.5F, -36.0F, -2.0F, 3.0F, 1.0F, 3.0F, 0.0F, false);

        cube_r2 = new ModelRenderer(this);
        cube_r2.setPos(3.2132F, -39.5353F, -0.5F);
        hornV1.addChild(cube_r2);
        setRotationAngle(cube_r2, 0.0F, -0.5672F, -0.6981F);
        cube_r2.texOffs(9, 0).addBox(-6.5F, -7.0F, 2.25F, 2.0F, 7.0F, 1.0F, 0.0F, false);
        cube_r2.texOffs(9, 0).addBox(-6.5F, -7.0F, 4.0F, 2.0F, 7.0F, 1.0F, 0.0F, false);

        cube_r3 = new ModelRenderer(this);
        cube_r3.setPos(3.075F, -40.311F, -0.5F);
        hornV1.addChild(cube_r3);
        setRotationAngle(cube_r3, 0.0F, 0.0F, 0.7854F);
        cube_r3.texOffs(9, 0).addBox(-8.875F, -1.25F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false);

        cube_r4 = new ModelRenderer(this);
        cube_r4.setPos(3.1719F, -40.3345F, -0.5F);
        hornV1.addChild(cube_r4);
        setRotationAngle(cube_r4, 0.0F, 0.0F, 0.3491F);
        cube_r4.texOffs(9, 0).addBox(-9.5F, -0.75F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false);

        cube_r5 = new ModelRenderer(this);
        cube_r5.setPos(3.2132F, -39.5353F, -0.5F);
        hornV1.addChild(cube_r5);
        setRotationAngle(cube_r5, 0.0F, 0.0F, -0.6981F);
        cube_r5.texOffs(9, 0).addBox(-7.5F, -7.0F, -1.0F, 2.0F, 7.0F, 2.0F, 0.0F, false);

        hornV2 = new ModelRenderer(this);
        hornV2.setPos(-3.0F, 26.0F, 0.0F);
        Head.addChild(hornV2);
        setRotationAngle(hornV2, 0.0F, -1.1781F, 0.0F);
        hornV2.texOffs(11, 0).addBox(-3.5F, -36.0F, -2.0F, 3.0F, 1.0F, 3.0F, 0.0F, false);

        cube_r6 = new ModelRenderer(this);
        cube_r6.setPos(3.2132F, -39.5353F, -0.5F);
        hornV2.addChild(cube_r6);
        setRotationAngle(cube_r6, 0.0F, -0.5672F, -0.6981F);
        cube_r6.texOffs(11, 0).addBox(-6.5F, -7.0F, 2.25F, 2.0F, 7.0F, 1.0F, 0.0F, false);
        cube_r6.texOffs(11, 0).addBox(-6.5F, -7.0F, 4.0F, 2.0F, 7.0F, 1.0F, 0.0F, false);

        cube_r7 = new ModelRenderer(this);
        cube_r7.setPos(3.075F, -40.311F, -0.5F);
        hornV2.addChild(cube_r7);
        setRotationAngle(cube_r7, 0.0F, 0.0F, 0.7854F);
        cube_r7.texOffs(11, 0).addBox(-8.875F, -1.25F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false);

        cube_r8 = new ModelRenderer(this);
        cube_r8.setPos(3.1719F, -40.3345F, -0.5F);
        hornV2.addChild(cube_r8);
        setRotationAngle(cube_r8, 0.0F, 0.0F, 0.3491F);
        cube_r8.texOffs(11, 0).addBox(-9.5F, -0.75F, -1.0F, 2.0F, 4.0F, 2.0F, 0.0F, false);

        cube_r9 = new ModelRenderer(this);
        cube_r9.setPos(3.2132F, -39.5353F, -0.5F);
        hornV2.addChild(cube_r9);
        setRotationAngle(cube_r9, 0.0F, 0.0F, -0.6981F);
        cube_r9.texOffs(11, 0).addBox(-7.5F, -7.0F, -1.0F, 2.0F, 7.0F, 2.0F, 0.0F, false);

        LeftLeg = new ModelRenderer(this);
        LeftLeg.setPos(1.9F, -12.0F, 0.0F);
        Loki.addChild(LeftLeg);
        LeftLeg.texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, true);

        RightLeg = new ModelRenderer(this);
        RightLeg.setPos(-1.9F, -12.0F, 0.0F);
        Loki.addChild(RightLeg);
        RightLeg.texOffs(0, 16).addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, false);

        LeftArm = new ModelRenderer(this);
        LeftArm.setPos(5.0F, -22.0F, 0.0F);
        Loki.addChild(LeftArm);
        LeftArm.texOffs(40, 15).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, true);

        RightArm = new ModelRenderer(this);
        RightArm.setPos(-5.0F, -22.0F, 0.0F);
        Loki.addChild(RightArm);
        RightArm.texOffs(40, 15).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, 1.0F, false);

        Body = new ModelRenderer(this);
        Body.setPos(0.0F, -24.0F, 0.0F);
        Loki.addChild(Body);
        Body.texOffs(16, 16).addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, 1.01F, false);
        if (LokiBootsArmorItem.Head) {
            Head.visible = true;
        } else {
            Head.visible = false;
        }
        if (LokiBootsArmorItem.Body) {
          Body.visible = true;
            RightArm.visible = true;
            LeftArm.visible = true;
        } else{
            Body.visible = false;
            RightArm.visible = false;
            LeftArm.visible = false;
    }
        if (LokiBootsArmorItem.Leggings){
            LeftLeg.visible = true;
            RightLeg.visible = true;
        }else {

            LeftLeg.visible = false;
            RightLeg.visible = false;
        }

    }

 

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8 minutes ago, Faro said:

It references the RightArm So the ModelRenderer RightArm of the code

Exactly. For the 100ths time: THIS IS WRONG. Use the exist field in BipedModel called "rightArm". Then visibilities will be adjusted for you AUTOMATICALLY. You DO NOT NEED TO SET "visible".

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On 7/26/2021 at 12:41 PM, Faro said:

private final ModelRenderer LeftLeg; private final ModelRenderer RightLeg; private final ModelRenderer LeftArm; private final ModelRenderer RightArm; private final ModelRenderer Body;

Do not have these fields, use the ones from BipedModel.

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