Posted June 11, 20232 yr if(transform.isActive()){ event.setCanceled(true); LayerDefinition def = Transformed.createBodyLayer(); Transformed<Player> model = new Transformed<>(def.bakeRoot()); PoseStack ps = new PoseStack(); ps.translate(player.getX(),player.getY(),player.getZ()); //ps.pushTransformation(new Transformation(null).applyOrigin(player.getPosition(1).toVector3f())); model.renderToBuffer(ps,Minecraft.getInstance().renderBuffers().bufferSource().getBuffer(RenderType.entitySolid(Transformed.LAYER_LOCATION.getModel())), 0, 0, 1, 1, 1, 1); } I have this but it does not work and its probably completely wrong but i could not find anything better (It is in the RenderPlayerEvent.Pre event)
June 11, 20232 yr Author Another question: considering my current way of doing this is stupid, how could I render a different model for the player, maybe even with geckolib?
June 11, 20232 yr Author Update: at around 0 0 0 it draws the model but it does not move. Edited June 11, 20232 yr by SomePerson
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