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[1.16.5] How do I make part of an entity model NOT rotate?


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I have a stationary plant mob that shoots projectiles at distant targets and lashes out at nearby ones. And it works pretty well.

However, art of the model is grass that's supposed to look like part of the environment, so it's not just a vine coming out of the solid ground.

I want that grass part to have NO rotation whatsoever, as if it's an actual grass block on the terrain. But for some reason it still wants to rotate with the rest of the mob.

Can someone tell me what I'm doing wrong?

Model class:

public class ModelDekuBaba extends EntityModel<EntityDekuBaba>
  // I don't know why these are named so weirdly - blame BlockBench
	private final ModelRenderer vine;
	private final ModelRenderer thorn3_r1;
	private final ModelRenderer thorn2_r1;
	private final ModelRenderer thorn1_r1;
	private final ModelRenderer vine4_r1;
	private final ModelRenderer vine3_r1;
	private final ModelRenderer vine2_r1;
	private final ModelRenderer head;
	private final ModelRenderer tongue3_r1;
	private final ModelRenderer tongue2_r1;
	private final ModelRenderer tongue1_r1;
	private final ModelRenderer lowerteeth_r1;
	private final ModelRenderer neckjoint_r1;
	private final ModelRenderer upperteeth_r1;
	private final ModelRenderer upperjaw3_r1;
  // This is what I don't want to rotate, ever
	private final ModelRenderer grass;
	private final ModelRenderer grass2_r1;
	private final ModelRenderer grass1_r1;

	public ModelDekuBaba()
		texWidth = 128;
		texHeight = 128;

		vine = new ModelRenderer(this);
		vine.setPos(0.0F, 24.0F, 0.0F);
		vine.texOffs(28, 22).addBox(-1.0F, -5.0F, -1.0F, 2.0F, 7.0F, 2.0F, 0.0F, false);

		thorn3_r1 = new ModelRenderer(this);
		thorn3_r1.setPos(0.0F, -20.0F, 2.5F);
		setRotationAngle(thorn3_r1, 0.5236F, 0.0F, 0.0F);
		thorn3_r1.texOffs(33, 15).addBox(-0.5F, -1.0F, -0.5F, 1.0F, 1.0F, 3.0F, 0.0F, false);

		thorn2_r1 = new ModelRenderer(this);
		thorn2_r1.setPos(0.0F, -14.0F, 4.5F);
		setRotationAngle(thorn2_r1, 0.0F, 0.0F, -0.2618F);
		thorn2_r1.texOffs(0, 29).addBox(0.5F, -1.0F, -1.0F, 2.0F, 1.0F, 1.0F, 0.0F, false);

		thorn1_r1 = new ModelRenderer(this);
		thorn1_r1.setPos(0.0F, -6.5F, 1.5F);
		setRotationAngle(thorn1_r1, 0.0F, 0.0F, 0.2618F);
		thorn1_r1.texOffs(37, 0).addBox(-2.0F, -0.5F, -0.5F, 2.0F, 1.0F, 1.0F, 0.0F, false);

		vine4_r1 = new ModelRenderer(this);
		vine4_r1.setPos(0.0F, -19.5F, 2.0F);
		setRotationAngle(vine4_r1, 1.0036F, 0.0F, 0.0F);
		vine4_r1.texOffs(19, 22).addBox(-1.25F, -6.0866F, -0.5922F, 2.0F, 7.0F, 2.0F, 0.0F, false);

		vine3_r1 = new ModelRenderer(this);
		vine3_r1.setPos(0.5F, -13.5F, 3.75F);
		setRotationAngle(vine3_r1, 0.3054F, 0.0F, 0.0F);
		vine3_r1.texOffs(0, 0).addBox(-1.5F, -6.0866F, -0.3422F, 2.0F, 8.0F, 2.0F, 0.0F, false);

		vine2_r1 = new ModelRenderer(this);
		vine2_r1.setPos(0.0F, -3.0F, 0.0F);
		setRotationAngle(vine2_r1, -0.6109F, 0.0F, 0.0F);
		vine2_r1.texOffs(19, 57).addBox(-0.75F, -11.0F, -2.25F, 2.0F, 10.0F, 2.0F, 0.0F, false);

		head = new ModelRenderer(this);
		head.setPos(0.0F, -22.5F, -2.0F);
		setRotationAngle(head, 0.3491F, 0.0F, 0.0F);

		tongue3_r1 = new ModelRenderer(this);
		tongue3_r1.setPos(0.0F, 0.0F, 0.0F);
		setRotationAngle(tongue3_r1, 1.0908F, 0.0F, 0.0F);
		tongue3_r1.texOffs(8, 26).addBox(-0.5F, -9.0F, -6.25F, 1.0F, 1.0F, 3.0F, 0.0F, false);

		tongue2_r1 = new ModelRenderer(this);
		tongue2_r1.setPos(0.0F, 0.0F, 0.0F);
		setRotationAngle(tongue2_r1, 0.3927F, 0.0F, 0.0F);
		tongue2_r1.texOffs(0, 24).addBox(-1.0F, -4.75F, -8.25F, 2.0F, 1.0F, 3.0F, 0.0F, false);

		tongue1_r1 = new ModelRenderer(this);
		tongue1_r1.setPos(0.0F, 0.0F, 0.0F);
		setRotationAngle(tongue1_r1, -0.1309F, 0.0F, 0.0F);
		tongue1_r1.texOffs(51, 56).addBox(-1.5F, -1.5F, -7.0F, 3.0F, 1.0F, 6.0F, 0.0F, false);

		lowerteeth_r1 = new ModelRenderer(this);
		lowerteeth_r1.setPos(0.0F, 0.0F, 0.0F);
		setRotationAngle(lowerteeth_r1, 0.0873F, 0.0F, 0.0F);
		lowerteeth_r1.texOffs(48, 47).addBox(-2.5F, -2.0F, -7.5F, 5.0F, 1.0F, 7.0F, 0.0F, false);
		lowerteeth_r1.texOffs(19, 15).addBox(-2.0F, 1.0F, -6.0F, 4.0F, 1.0F, 5.0F, 0.0F, false);
		lowerteeth_r1.texOffs(38, 29).addBox(-3.0F, -1.0F, -8.0F, 6.0F, 2.0F, 8.0F, 0.0F, false);

		neckjoint_r1 = new ModelRenderer(this);
		neckjoint_r1.setPos(0.0F, 0.0F, 0.0F);
		setRotationAngle(neckjoint_r1, -0.3054F, 0.0F, 0.0F);
		neckjoint_r1.texOffs(0, 15).addBox(-2.0F, -2.5F, -3.0F, 4.0F, 4.0F, 4.0F, 0.0F, false);

		upperteeth_r1 = new ModelRenderer(this);
		upperteeth_r1.setPos(0.0F, 0.0F, 0.0F);
		setRotationAngle(upperteeth_r1, -0.6545F, 0.0F, 0.0F);
		upperteeth_r1.texOffs(0, 40).addBox(-2.5F, -2.5F, -9.5F, 5.0F, 3.0F, 8.0F, 0.0F, false);
		upperteeth_r1.texOffs(56, 40).addBox(-2.0F, -5.5F, -8.0F, 4.0F, 1.0F, 5.0F, 0.0F, false);
		upperteeth_r1.texOffs(19, 47).addBox(-3.0F, -4.5F, -9.0F, 6.0F, 1.0F, 8.0F, 0.0F, false);
		upperteeth_r1.texOffs(38, 15).addBox(-3.0F, -3.5F, -10.0F, 6.0F, 3.0F, 10.0F, 0.0F, false);

		upperjaw3_r1 = new ModelRenderer(this);
		upperjaw3_r1.setPos(0.0F, 0.0F, 0.0F);
		setRotationAngle(upperjaw3_r1, -0.829F, 0.0F, 0.0F);
		upperjaw3_r1.texOffs(0, 52).addBox(-4.0F, -2.0F, -8.5F, 1.0F, 3.0F, 8.0F, 0.0F, false);
		upperjaw3_r1.texOffs(40, 56).addBox(3.0F, -2.0F, -8.5F, 1.0F, 3.0F, 8.0F, 0.0F, false);

		grass = new ModelRenderer(this);
		grass.setPos(0.0F, 24.0F, 0.0F);
		grass.texOffs(0, 0).addBox(-6.0F, -1.0F, -6.0F, 12.0F, 2.0F, 12.0F, 0.0F, false);
		grass.texOffs(37, 0).addBox(-4.0F, -2.0F, -4.0F, 8.0F, 1.0F, 8.0F, 0.0F, false);

		grass2_r1 = new ModelRenderer(this);
		grass2_r1.setPos(0.0F, 0.0F, 0.0F);
		setRotationAngle(grass2_r1, 0.0F, -2.3562F, 0.0F);
		grass2_r1.texOffs(0, 15).addBox(0.0F, -5.0F, -9.0F, 0.0F, 6.0F, 18.0F, 0.0F, false);

		grass1_r1 = new ModelRenderer(this);
		grass1_r1.setPos(0.0F, 0.0F, 0.0F);
		setRotationAngle(grass1_r1, 0.0F, -0.7854F, 0.0F);
		grass1_r1.texOffs(19, 22).addBox(0.0F, -5.0F, -9.0F, 0.0F, 6.0F, 18.0F, 0.0F, false);

	public void setupAnim(EntityDekuBaba entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch)
      // Spinning melee attack
		if (attackTime > 0) 
			vine.yRot += 6;
			vine.xRot += 0.05f;
      // Move vine and head, with slight 'breathing' animation if not attacking
			float vineoffset = Math.abs(entity.breathingticks) * 0.001f;

			vine.yRot = 0;
			vine.xRot = vineoffset;
			vine.zRot = vineoffset / 2;

			head.yRot = headPitch * ((float) Math.PI / 180F);
			head.xRot = headPitch * ((float) Math.PI / 180F) + vineoffset;

      // This I assumed would stop the grass from rotating, but apparently it doesn't.
		grass.xRot = 0;
		grass.yRot = 0;
		grass.zRot = 0;

	public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha)
      // If I try to set the grass rotations here instead, there's still no effect.
		vine.render(matrixStack, buffer, packedLight, packedOverlay);
		grass.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;



Edited by SapphireSky
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I haven't done anything with entity renderers in a very long time, but it might be because your whole model is being rotated. If this is the case, you probably have the vine rotating further/faster than the grass.

One thing that might fix your issue would be to rotate the grass in the opposite direction (so the whole model rotates, but the grass is rotated back the other way so it is in the same orientation).

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31 minutes ago, Alpvax said:

I haven't done anything with entity renderers in a very long time, but it might be because your whole model is being rotated. If this is the case, you probably have the vine rotating further/faster than the grass.

One thing that might fix your issue would be to rotate the grass in the opposite direction (so the whole model rotates, but the grass is rotated back the other way so it is in the same orientation).

But the whole model ISN'T being rotated... All grass rotations are specifically being set to 0 at the end of the animation. Only the head/vine are rotated.

If I rotate it the opposite direction, there's absolutely no change. Even if I subtract the entity's rotation from the model rotation there's still absolutely no change.

Like somehow vine accepts rotations, head accepts rotations, but even though grass is set up the same exact way and rotated the same exact way, it's just not accepting any changes to rotation.

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