Posted October 27, 20222 yr Everything I could find suitable. The following questions arose: 1. Is there an easier way? 2. If not, there are examples that are suitable for 1.19? 3. If not, most of the methods,classes on 1.15 are called differently =( . How to deal with this? edit: Probably it is necessary to clarify that I am also doing a mod for weapons Edited October 27, 20222 yr by Luckydel
October 28, 20222 yr Not something I know a lot about. But maybe look at Item.getUseAnimation() and IClientItemExtensions.getArmPose() The latter uses an IExtensibleEnum so you can define your own HumanoidModel.ArmPose (if you need) by implementing IArmPoseTransformer and passing it to the create() method. See the javadocs of the mentioned and related classes for more info. From what I understand of that thread you linked, the modern version would be to subscribe to RenderLivingEvent.Pre and then manually modifying the arm pose of the model. I don't think that works, because the animations are setup after that event fires. So any changes you make would be overwritten? But I could be wrong about that. Like I said, not an expert on this stuff. 🙂 Edited October 28, 20222 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.
October 28, 20222 yr Author 12 hours ago, warjort said: Not something I know a lot about. But maybe look at Item.getUseAnimation() and IClientItemExtensions.getArmPose() The latter uses an IExtensibleEnum so you can define your own HumanoidModel.ArmPose (if you need) by implementing IArmPoseTransformer and passing it to the create() method. See the javadocs of the mentioned and related classes for more info. From what I understand of that thread you linked, the modern version would be to subscribe to RenderLivingEvent.Pre and then manually modifying the arm pose of the model. I don't think that works, because the animations are setup after that event fires. So any changes you make would be overwritten? But I could be wrong about that. Like I said, not an expert on this stuff. 🙂 I don't see .getArmPose() ( IClientItemExtensions.getArmPose() ) And I don't see the use of IExtensibleEnum in IClientItemExtensions I don't see IArmPoseTransformer =(
October 28, 20222 yr They were added in forge 43.0.21 https://maven.minecraftforge.net/net/minecraftforge/forge/1.19.2-43.1.47/forge-1.19.2-43.1.47-changelog.txt https://github.com/MinecraftForge/MinecraftForge/pull/8932 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.
October 28, 20222 yr Author 16 hours ago, warjort said: Not something I know a lot about. But maybe look at Item.getUseAnimation() and IClientItemExtensions.getArmPose() The latter uses an IExtensibleEnum so you can define your own HumanoidModel.ArmPose (if you need) by implementing IArmPoseTransformer and passing it to the create() method. See the javadocs of the mentioned and related classes for more info. From what I understand of that thread you linked, the modern version would be to subscribe to RenderLivingEvent.Pre and then manually modifying the arm pose of the model. I don't think that works, because the animations are setup after that event fires. So any changes you make would be overwritten? But I could be wrong about that. Like I said, not an expert on this stuff. 🙂 Am I doing something wrong? I don't go to this method public class Makarov extends ProjectileWeaponItem implements IClientItemExtensions { public HumanoidModel.ArmPose getArmPose(LivingEntity entityLiving, InteractionHand hand, ItemStack itemStack) { HumanoidModel.ArmPose humanoidModel = HumanoidModel.ArmPose.create("P",true, new PoseTransformer()); return humanoidModel; } ... IArmPoseTransformer should there be something like this? @OnlyIn(Dist.CLIENT) public class PoseTransformer implements IArmPoseTransformer { @Override public void applyTransform(HumanoidModel<?> model, LivingEntity entity, HumanoidArm arm) { model.rightArm.yRot = -0.1F + model.head.yRot - 0.4F; model.leftArm.yRot = 0.1F + model.head.yRot; } }
October 28, 20222 yr https://forge.gemwire.uk/wiki/Custom_Item_Animations 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.
October 28, 20222 yr Author 48 minutes ago, warjort said: https://forge.gemwire.uk/wiki/Custom_Item_Animations thx,thx, everything is working
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