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[1.7.10] need help binding my .obj armor model to the player movement


ReLoDeee

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I have rendered the armor piece, everything is in its place, the only problem i have with this is that i dont know how to bind the armor to the player movement like when you sneak your torso leans forward, but the armor stands still, also the arms of the torso are separate models, i know they wont just swing without me telling them to(even though i have not made those arm models yet, they will come after i have figured this out :) ).

All i have managed to do is to change the rotation and position of the torso, by adding an if statement, but this wont work as well with the head, and it doesnt even toggle while sneaking, it just toggles while holding down shift.

pls help if you can :)

 

and here.. is the file i render the model onto the player with, in case you need it.

and btw, i haven't rotated the model properly in the if statement, just played around with it a bit.

 

 

@SideOnly(Side.CLIENT)
public class renderBandosChestplate extends ModelBiped {
    private final ModelBandosChestplate modelBandosChestplate;

    public renderBandosChestplate() {
        super();
        modelBandosChestplate = new ModelBandosChestplate();
    }

    public void render(Entity entity, float f, float f1, float f2, float f3, float  f4, float f5) {
        if(Keyboard.isKeyDown(Keyboard.KEY_LSHIFT)) {
            GL11.glPushMatrix();
            GL11.glScalef(0.5F, 0.45F, 0.5F);
            GL11.glRotatef(180.0F, 1.5F, 1.0F, -1.0F);
            GL11.glTranslatef(0.0F, -4.0F, 0.0F);
            FMLClientHandler.instance().getClient().renderEngine.bindTexture(textures.model.BANDOS_CHESTPLATE);
            modelBandosChestplate.render();
            GL11.glPopMatrix();
        } else {
            GL11.glPushMatrix();
            GL11.glScalef(0.5F, 0.45F, 0.5F);
            GL11.glRotatef(180.0F, 1.0F, 0.0F, -1.0F);
            GL11.glTranslatef(0.0F, -4.0F, 0.0F);
            FMLClientHandler.instance().getClient().renderEngine.bindTexture(textures.model.BANDOS_CHESTPLATE);
            modelBandosChestplate.render();
            GL11.glPopMatrix();
        }
    }
}

 

 

thank you.

 

i think it is something with the .addChild function, but i couldnt make it work :D

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My computer doesn't like your avatar, it's fan is speeding up. :) But in fact I like it.

 

I don't have any experience with this problem, all I know is that .addChild methods can be a pain. I have just mastered .obj models for blocks (and have made a tutorial for such) and might be able to help. So, you said the arms and the torso are a separate model? That might help you. :) Please post your code, I have an idea. It will probably involve GL11.

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My computer doesn't like your avatar, it's fan is speeding up. :) But in fact I like it.

 

thank you :P

 

So, when you press shift in-game the armor doesn't rotate at all?

no, it doesnt, unless i use that if statement, which really only solves the sneaking problem, not the arms.

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One idea is to add new child model to head model, which is going to be sub method class, which will render obj instead of model... Something like this:

ObjModel model = ...; 
head.addChild(new Model(){
public void render(float f){
model.render();
}
}
);

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no, not yet

Ok, so go to your class that extends ModelBiped, where you render your piece of armor. Go to constructor, and add:

	final IModelCustom objModel = AdvancedModelLoader.loadModel(objModelResource);
	ModelRenderer objModelAttach = new ModelRenderer(this){
		@Override
		public void render(float f) {
			objModel.renderAll();
		}
	};
	//set offset here
	bipedHead.addChild(objModelAttach);

This is code with correct names...

This should work...

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 fmlloader-1.20.1-47.3.1.jar slf4jfixer PLUGINSERVICE          fmlloader-1.20.1- 47.3.1.jar object_holder_definalize PLUGINSERVICE          fmlloader-1.20.1-47.3.1.jar runtime_enum_extender PLUGINSERVICE          fmlloader-1.20.1-47.3.1.jar capacitity_token_subclass PLUGINSERVICE          accesstransformers-8.0.4.jar accesstransformer PLUGINSERVICE          fmlloader-1.2 0,1-47,3. 1.jar runtimedistcleaner PLUGINSERVICE          modlauncher-10.0.9.jar mixin TRANSFORMATIONERVICE          modlauncher-10.0.9.jar OptiFine TRANSFORMATIONERVICE          modlauncher-10.0.9.jar fml TRANSFORMATIONSERVICE      Proveedores de lenguaje FML:          [email protected]         lowcodefml@null         javafml@null     Lista de mods:          cliente- 1.20.1-20230612.114412-srg.jar |Minecraft |minecraft |1.20.1 |COMMON_SET|Manifiesto: a1:d4:5e:04:4f:d3:d6:e0:7b:37:97:cf:77:b0: de:ad:4a:47:ce:8c:96:49:5f:0a:cf:8c:ae:b2:6d:4b:8a:3f         hijos-de-sins-1.20.1-2.1.6.jar |Hijos de pecados |sons_of_sins |2.1.6 |COMMON_SET|Manifiesto: NOSIGNATURE         TreeChop-1.20.1-forge-0.19.0.jar |HT's TreeChop |treechop |0.18.8 |COMMON_SET|Manifiesto: NOSIGNATURE         geckolib-forge-1.20. 1-4.4.4.jar |GeckoLib 4 |geckolib |4.4.4 |COMMON_SET|Manifiesto: NOSIGNATURE         jei-1.20.1-forge-15.3.0.4.jar |Solo suficientes elementos |jei |15.3.0.4 |COMMON_SET|Manifiesto: NOSIGNATURE         jeiintegration_1.20.1-10.0.0.jar |Integración JEI |jeiintegration |10.0.0 |COMMON_SET|Manifiesto: NOSIGNATURE         sofisticadocore-1.20.1-0.6.22.611.jar |Núcleo sofisticado |núcleo sofisticado |0.6.22.611 |COMMON_SET|Manifiesto: SIN FIRMA         curios-forge-5.9.1+1.20.1.jar |API de Curios |curios |5.9.1+1.20.1 |COMMON_SET|Manifiesto: NOSIGNATURE         waystones-forge-1.20-14.1.3.jar |Waystones |waystones |14.1. 3 |COMMON_SET|Manifiesto: NOSIGNATURE         El-Hombre-De-La-Niebla-1.2.4a-1.20.1.jar |El Hombre De La Niebla |man |1.2.4 |COMMON_SET|Manifiesto: NOSIGNATURE         lápida-1.20.1- 1.0.10.jar |Lápida Mod |lápida |1.20.1-1.0.10 |COMMON_SET|Manifiesto: NOSIGNATURE         [1.20.1] SecurityCraft v1.9.9.jar |SecurityCraft |securitycraft |1.9.9 |COMMON_SET|Manifiesto: NOSIGNATURE         horror_element_mod -1.5.9_1.20.1.jar |Mod elemento de terror |horror_element_mod |1.5.9 |COMMON_SET|Manifiesto: NOSIGNATURE         Apollyon_v1.1.1_Forge_1.20.1.jar |Apollyon |apollyon |1.1.1 |COMMON_SET|Manifiesto: NOSIGNATURE         mixinextras-forge- 0.2.0-beta.6.jar |MixinExtras |mixinextras |0.2.0-beta.6 |COMMON_SET|Manifiesto: NOSIGNATURE         sofisticadasmochilas-1.20.1-3.20.5.1044.jar |Mochilas sofisticadas |mochilas sofisticadas |3.20.5.1044 |COMMON_SET| Manifiesto: NOSIGNATURE         Guide-API-VP-1.20.1-2.2.6.jar |Guide-API VP |guideapi_vp |2.2.6 |COMMON_SET|Manifiesto: NOSIGNATURE         arquitectura-9.2.14-forge.jar |Arquitectura |arquitectura |9.2 .14 |COMMON_SET|Manifiesto: NOSIGNATURE         justhammers-forge-2.0.3+mc1.20.1.jar |Just Hammers                  |justhammers |2.0.3+mc1.20.1 |COMMON_SET|Manifiesto: NOSIGNATURE         Vampirism-1.20.1-1.10.7.jar |Vampirismo |vampirismo |1.10.7 |COMMON_SET|Manifiesto: NOSIGNATURE         vampirism_integrations-1.20.1-1.8.0 .jar |Integraciones de vampirismo |integraciones_vampirismo |1.8.0 |COMMON_SET|Manifiesto: NOSIGNATURE         GodlyVampirism-1.20.1-1.10.0.jar |Vampirismo divino |godly_vampirism |1.10.0 |COMMON_SET|Manifiesto: NOSIGNATURE         balm-forge-1.20.1 -7.2.2.jar |Bálsamo |bálsamo |7.2.2 |COMMON_SET|Manifiesto: NOSIGNATURE         thedragonlib-1.20.1-1.0.0.jar |TheDragonLib |thedragonlib |1.20.1-1.0.0 |COMMON_SET|Manifiesto: NOSIGNATURE         carryon -forge-1.20.1-2.1.2.7.jar |Continuar |carryon |2.1.2.7 |COMMON_SET|Manifiesto: NOSIGNATURE         forge-1.20.1-47.3.1-universal.jar |Forge |forge |47.3.1 |COMMON_SET |Manifiesto: 84:ce:76:e8:45:35:e4:0e:63:86:df:47:59:80:0f:67:6c:c1:5f:6e:5f:4d:b3:54 :47:1a:9f:7f:ed:5e:f2:90         cosmeticarmorreworked-1.20.1-v1a.jar |CosmeticArmorReworked |cosmeticarmorreworked |1.20.1-v1a |COMMON_SET|Manifiesto: 5e:ed:25:99:e4: 44:14:c0:dd:89:c1:a9:4c:10:b5:0d:e4:b1:52:50:45:82:13:d8:d0:32:89:67:56:57: 01:53         Armorplus-1.20.1-20.0.0.jar |ArmorPlus |armorplus |1.20.1-20.0.0 |COMMON_SET|Manifiesto: NOSIGNATURE         THEUNDEADREVAMPED_1.2_1.20.1[Society Monmento Upd|Undead_revamp2 |undead_revamp2 |1.0.0 | COMMON_SET|Manifiesto: NOSIGNATURE         sanitydim-mc1.20-1.1.0.jar |Sanity: Descent Into Madness |sanitydim |1.1.0 |COMMON_SET|Manifiesto: NOSIGNATURE     Informe de fallo UUID: 49e97c25-1f8b-4147-b7cc-4951e2513d6c     FML: 47.3     Forja: net.minecraftforge:47.3.1
    • I created the animations by downloading the existing ones from the Github, and redoing them. I only ever saved the animations, and didnt export because it doesnt know what directory. I'm thinkin i just need a directory and I'd have been done with this, but im not sure.  noticed in blender there was a script thingy on the side, too. so im basically just askin, since i just redid the animations, would I just have to set a directory to the better combat mod somehow? can someone help???
    • Hallo! I'm trying to make a custom modpack for my friends and I to play, but I keep getting this error code whenver I launch it and I can't figure out what's wrong with it. The game crashed whilst rendering overlay Error: java.lang.StackOverflowError: Rendering overlay   Here is the full crash report: Pastebin
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