Jump to content

[SOLVED] [1.8-1.8.9] Armor getArmorModel swingprogress rendering problem.


Recommended Posts

Hello all.

I'm having difficulty either understanding or finding any documentation or other help articles on getArmorModel(), this is really the only problem I've had so far but it's a pain nonetheless. When trying to set the armorModel's swing progress, the swing progress doesn't behave as I would expect it to, granted it is probably down to me misunderstanding what the purpose of the equivalent field in the EntityLiving class is.


I have experimented with getSwingProgress and it's float parameter, but I am entirely uneducated about the partialTicks as suggested on Forge's methods.csv. When using either the variable or the method (with various parameters), this is happening;


Normal speed:


Slowed down:



package eu.tetrabyte.contentmod.items;

import eu.tetrabyte.contentmod.ContentMod;
import net.minecraft.client.model.ModelBiped;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;

public class Armor extends ItemArmor {
private float scale = 0.125F;
private ModelBiped armorModel = new ModelBiped(scale);
private ItemStack heldItem = null;
private EnumAction enumaction = null;

public Armor(ArmorMaterial material, int renderIndex, int armorType) {
	super(material, renderIndex, armorType);

public ModelBiped getArmorModel(EntityLivingBase entityLiving, ItemStack itemStack, int armorSlot) {

	if (armorModel != null) {

		armorModel.isSneak = entityLiving.isSneaking();
		armorModel.isRiding = entityLiving.isRiding();
		armorModel.isChild = entityLiving.isChild();

		/** Attempted to use getSwingProgress() with various floats**/
		armorModel.swingProgress = entityLiving.swingProgress; // Delayed ? 

		armorModel.heldItemRight = 0;
		armorModel.aimedBow = false;

		heldItem = entityLiving.getHeldItem();

		if (heldItem != null) {

			armorModel.heldItemRight = 1;

			if (entityLiving instanceof EntityPlayer) {
				EntityPlayer player = (EntityPlayer) entityLiving;

				if (player.getItemInUseCount() > 0 && entityLiving instanceof EntityPlayer) {

					EnumAction enumaction = heldItem.getItemUseAction();

					if (enumaction == EnumAction.BOW) {

						armorModel.aimedBow = true;

					} else if (enumaction == EnumAction.BLOCK) {

						armorModel.heldItemRight = 3;


				armorModel.swingProgress = player.swingProgress;

	return armorModel;


public int getColor(ItemStack itemstack) {
	return 0xFFFFFF;

public int getColorFromItemStack(ItemStack itemstack, int renderpass) {
	return 0xFFFFFF;



The armor rendering is delayed as you can see in the image and I have fiddled with the parameter, not sure if this is a bug or my own incompetence. Could anyone provide assistance in fixing this? Hopefully this is a quick fix  :D .






Link to comment
Share on other sites

  • 1 month later...

#getArmorModel is called before the model is rendered, obviously, which means that ModelBiped#setRotationAngles is called AFTER the model has been retrieved, so you shouldn't need to manually set any of those fields.


You can call ModelBiped#setModelAttributes(ModelBase model) using the _default ModelBiped parameter passed to you from #getArmorModel and it will copy the needed values over to your model.


Also, ModelBiped is CLIENT side only, so this:

private ModelBiped armorModel = new ModelBiped(scale);

will crash your game if you run your mod on a server. You need to either lazy initialize the field when you retrieve the model for the first time, or find some other way of doing it (such as initializing the models to use for each item in your ClientProxy).


If you want to store the field as a class field, you will need to add @SideOnly(Side.CLIENT) annotation above it so it is stripped from the server jar:

private ModelBiped armorModel; // cannot inline initialize without crashing the server

Link to comment
Share on other sites

Thank you so much coolAlias and yeah pay no attention to the client only problem, wanted to tidy code up for posting and was running on 0 sleep; I have my own lazy initialize and its working, just isn't in that code, my apologies.


I am eternally grateful for your reply, I did a bit of exploring a while ago before I posted and considered the model attributes but when I took a look at the time, seemed a bit too complex for me to get my head around. I will look into it more and won't report back until I have some form of progress or a query, again thanks a ton for replying! Could I ask you to elaborate on the setModelAttributes? I don't think I get it.


Best regards


Link to comment
Share on other sites

Look at the method contents in your IDE and you will see what it does. It should be enough, since the armor renders as a layer on top of the regular model biped, and both models go through the same #setRotationAndAngles call with the same entity, and should thus have exactly the same rotation values without you doing anything special.

Link to comment
Share on other sites

OK I see what you're on about and how it's done, the only issue I am still having, is how to set that parameter for setModelAttributes(modelBase) I know I need to pull it from the player's model, but have no Idea how to do that. Looking at some people's examples I've found that's done in an entirely separate rendering class extending Render which is something I wanted to avoid.




Link to comment
Share on other sites

  • 3 months later...

I found what you mean by the _default parameter, I have no idea in the world how to grab the _default (I avoid rendering code for a reason, I openly admit I am awful at it) as its in ForgeHooksClient. I understand fully what I am supposed to do to set the attributes, use setModelAttributes(model) with said _default, how to grab the _default is another story.


It may be the case that my java knowledge is limited here but I have no idea how to access the ForgeHooksClient _default parameter so I can pull the model attributes from it, within the Armor class I am making that extends ItemArmor, ultimately Item; I am trying to avoid all excess rendering code as I know it is not necessary for me wanting to just change the scale of the model parts. Please enlighten me on how to 'pass that in', I am itching to finish this :P .


Best regards



Edit: http://pastebin.com/5AkHsrcb Updated view.

Link to comment
Share on other sites

  • 1 month later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • LUCONETWORK  LucoNetwork is a brand new SkyBlock and Prisons server and we are looking for staff & Developers. We are always in need of players and we want to make this a very fun and enjoyable server for all to enjoy. We are welcoming ALL. We hope to be the best and we want your support to make our servers better. Thank you so much for reading this. About the server: We are currently working on getting the SkyBlock server up and released. Then we will be working on some more servers to get them up. We will be bug fixing once the server released & working hard to get updates out to Skyblock too. we are striving to be the best network. What game modes can I hope to see inside Luco Network?  Prisons  Lifesteal  SkyBlock  Survival / Earth SMP Why should I join LucoNetwork? We strive to listen to our player base, we want to work for our player base.  We strive to make the best & enjoyable servers for all to enjoy. Our links: https://discord.gg/fmd4SrzdWt
    • When i try to launch Minecraft Java 1.20.1 forge with mods (82 mods),on start it loaded all mods,but at end Java just crashed.  p.s i allocated 8GB ram for minecraft and i didn't runned another instance.Log file pp.s I use ATlauncher   Environment: Organising filesystem [24/04/2024 23:40:08 PM] ATLauncher Version: [11ae0b2334c236e93ee8128de980952b2a1b8900] [24/04/2024 23:40:08 PM] App Arguments: ["--install-method=aur","--no-launcher-update"] [24/04/2024 23:40:08 PM] JVM Arguments: ["-Dawt.useSystemAAFontSettings=on","-Dswing.aatext=true"] [24/04/2024 23:40:08 PM] Java Version: Java 22 (22) [24/04/2024 23:40:08 PM] Java Path: /usr/lib/jvm/java-22-openjdk [24/04/2024 23:40:08 PM] 64 Bit Java: true [24/04/2024 23:40:08 PM] RAM Available: 14931MB [24/04/2024 23:40:08 PM] Launcher Directory: **USERSDIR** [24/04/2024 23:40:08 PM] GPU: IvyBridge GT2 [HD Graphics 4000] (Intel Corporation (0x8086)) unknown 256MB VRAM [24/04/2024 23:40:08 PM] CPU: Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz 4 cores/8 threads [24/04/2024 23:40:08 PM] Operating System: EndeavourOS (unknown (unknown) build 6.8.7-arch1-1) [24/04/2024 23:40:08 PM] Bitness: 64 [24/04/2024 23:40:08 PM] Uptime: 15889 [24/04/2024 23:40:08 PM] Manufacturer: GNU/Linux
    • If you have nvidia graphics, don't touch your amd drivers, otherwise it might fix it but keep running on integrated graphics, which will result in terrible performance. For nvidia graphics, you need to tell windows and nvidia control panel that anything Minecraft related (the launcher, java, etc...) should prefer high performance graphics so that it actually uses your nvidia gpu
    • In the ever-evolving landscape of technology, the rise of cryptocurrencies and digital assets has introduced both unparalleled opportunities and unprecedented challenges. As these digital currencies become increasingly prevalent, so too does the risk of theft and loss. Yet, amidst the complexity and uncertainty, there exists a beacon of hope: ADRIAN LAMO HACKER. Technology has indeed become more sophisticated and enhanced, presenting new challenges in the realm of asset recovery. However, just as any other currency can be stolen or lost, crypto and digital assets are not beyond redemption. With the right expertise and guidance, recovery is possible and achievable. Contact ADRIAN LAMO HACKER via the website: https://adrianlamohackpro.online/ , a trusted, honest, and certified agency specializing in the retrieval of stolen or lost digital assets. In my own experience, I found myself in dire straits after falling victim to cybercriminals who absconded with a significant portion of my crypto holdings. It was a daunting situation, but I refused to succumb to despair. Upon engaging ADRIAN LAMO HACKER, their professionalism, and integrity immediately struck me, as an unwavering commitment to their clients. They deeply understand blockchain technology and utilize advanced methodologies to trace and recover lost or stolen funds. Their approach is meticulous, their expertise unparalleled, and their results speak for themselves. In a matter of days, ADRIAN LAMO HACKER successfully traced and recovered over 90% of my stolen funds, a feat I once believed to be unattainable. Their fees were fair and transparent, and communication throughout the process was nothing short of excellent. They kept me informed every step of the way, providing reassurance and guidance when I needed it most. For anyone who has fallen victim to crypto theft or loss, I wholeheartedly recommend ADRIAN LAMO HACKER. They are not just experts in their field; they are guardians of justice in the digital realm. With their assistance, you can reclaim what's rightfully yours and emerge stronger than ever before. So, if you find yourself grappling with the devastation of lost or stolen digital assets, don't despair. Reach out to ADRIAN LAMO HACKER via website: https://adrianlamohackpro.online/  / Telegram: @ADRIANLAMOHACKERTECH and let them guide you toward a brighter tomorrow.
  • Topics

  • Create New...

Important Information

By using this site, you agree to our Terms of Use.