Posted August 7, 20223 yr First, i know i have to use RenderPlayerEvent.Post for changing player stuff like size, rotation of player body parts, etc. And .Pre for capes, elytras, etc Knowing that, i tried 2 things, rotate the player's arm and change the player's size(only visual but still) but non of them works @EventBusSubscriber public class PlayerRenderingEvent { @SubscribeEvent public void playerRendering(RenderPlayerEvent.Post event) { //This one PoseStack pose = new PoseStack(); pose.pushPose(); pose.scale(2, 2, 2); pose.popPose(); //Or this one event.getRenderer().getModel().leftArm.xRot = (float) Math.toRadians(120); } }
August 7, 20223 yr I know why it is not working, but I don't know enough about entity models/animations to tell you how to do it properly (if its even possible?) Doing anything in Post will do nothing since its *after* the rendering. Even if you did it in Pre: Quote PoseStack pose = new PoseStack(); pose.pushPose(); pose.scale(2, 2, 2); pose.popPose(); Creating your own PoseStack isn't going to affect the one used by the renderer which you can get from the event state. But since you popPose() your rescaling will be erased anyway. I doubt you will be able to change the xRot like that. These values are recalculated based on the animation state, see: HumanoidModel.setupAnim() used by LivingEntityRender.render() before drawing the model parts, but after the call to Pre. Like I said above. I don't know the correct way to do this? Edited August 7, 20223 yr by warjort Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post.
August 7, 20223 yr Author 5 hours ago, warjort said: I know why it is not working, but I don't know enough about entity models/animations to tell you how to do it properly (if its even possible?) Doing anything in Post will do nothing since its *after* the rendering. Even if you did it in Pre: Creating your own PoseStack isn't going to affect the one used by the renderer which you can get from the event state. But since you popPose() your rescaling will be erased anyway. I doubt you will be able to change the xRot like that. These values are recalculated based on the animation state, see: HumanoidModel.setupAnim() used by LivingEntityRender.render() before drawing the model parts, but after the call to Pre. Like I said above. I don't know the correct way to do this? well there isn't enough information to learn how to to this well, so i have to wait until someone that knows a bit of this theme helps me, thank you anyway
August 7, 20223 yr 1 hour ago, ElTotisPro50 said: well there isn't enough information to learn how to to this well There is no helpful information for most things, in the mosts cases there is a vanilla example or something like that where you can take a look at. Then try and hopeyou get the things to work.
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