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[1.9]Use .java for armor model


BusyBeever

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Just made my armor estend ModelBiped and it works..

But the armor is glitchy and not really following the player when he moves

Any idea why?

 

public class AdamantArmorModel extends ModelBiped {
// fields
ModelRenderer head;
ModelRenderer body;
ModelRenderer rightarm;
ModelRenderer leftarm;
ModelRenderer rightleg;
ModelRenderer leftleg;
ModelRenderer Shape1;
ModelRenderer Shape2;
ModelRenderer Shape3;
ModelRenderer Shape4;

public AdamantArmorModel() {
	textureWidth = 76;
	textureHeight = 32;

	head = new ModelRenderer(this, 0, 0);
	head.addBox(-4F, -8F, -4F, 8, 8, ;
	head.setRotationPoint(0F, 0F, 0F);
	head.setTextureSize(76, 32);
	head.mirror = true;
	setRotation(head, 0F, 0F, 0F);
	body = new ModelRenderer(this, 16, 16);
	body.addBox(-4F, 0F, -2F, 8, 12, 4);
	body.setRotationPoint(0F, 0F, 0F);
	body.setTextureSize(76, 32);
	body.mirror = true;
	setRotation(body, 0F, 0F, 0F);
	rightarm = new ModelRenderer(this, 40, 16);
	rightarm.addBox(-3F, -2F, -2F, 4, 12, 4);
	rightarm.setRotationPoint(-5F, 2F, 0F);
	rightarm.setTextureSize(76, 32);
	rightarm.mirror = true;
	setRotation(rightarm, 0F, 0F, 0F);
	leftarm = new ModelRenderer(this, 40, 16);
	leftarm.addBox(-1F, -2F, -2F, 4, 12, 4);
	leftarm.setRotationPoint(5F, 2F, 0F);
	leftarm.setTextureSize(76, 32);
	leftarm.mirror = true;
	setRotation(leftarm, 0F, 0F, 0F);
	rightleg = new ModelRenderer(this, 0, 16);
	rightleg.addBox(-2F, 0F, -2F, 4, 12, 4);
	rightleg.setRotationPoint(-2F, 12F, 0F);
	rightleg.setTextureSize(76, 32);
	rightleg.mirror = true;
	setRotation(rightleg, 0F, 0F, 0F);
	leftleg = new ModelRenderer(this, 0, 16);
	leftleg.addBox(-2F, 0F, -2F, 4, 12, 4);
	leftleg.setRotationPoint(2F, 12F, 0F);
	leftleg.setTextureSize(76, 32);
	leftleg.mirror = true;
	setRotation(leftleg, 0F, 0F, 0F);
	Shape1 = new ModelRenderer(this, 44, 9);
	Shape1.addBox(0F, 0F, 0F, 3, 6, 1);
	Shape1.setRotationPoint(-4F, -8F, -5F);
	Shape1.setTextureSize(76, 32);
	Shape1.mirror = true;
	setRotation(Shape1, 0F, 0F, 0F);
	Shape2 = new ModelRenderer(this, 32, 1);
	Shape2.addBox(0F, 0F, 0F, 1, 6, 4);
	Shape2.setRotationPoint(-5F, -8F, -5F);
	Shape2.setTextureSize(76, 32);
	Shape2.mirror = true;
	setRotation(Shape2, 0F, 0F, 0F);
	Shape3 = new ModelRenderer(this, 40, 18);
	Shape3.addBox(0F, 0F, 0F, 1, 1, 1);
	Shape3.setRotationPoint(-2F, -4F, -6F);
	Shape3.setTextureSize(76, 32);
	Shape3.mirror = true;
	setRotation(Shape3, 0F, 0F, 0F);
	Shape3 = new ModelRenderer(this, 40, 18);
	Shape3.addBox(0F, 0F, 0F, 1, 1, 1);
	Shape3.setRotationPoint(-5F, -4F, -6F);
	Shape3.setTextureSize(76, 32);
	Shape3.mirror = true;
	setRotation(Shape3, 0F, 0F, 0F);
	Shape3 = new ModelRenderer(this, 52, 17);
	Shape3.addBox(0F, 0F, 0F, 2, 2, 1);
	Shape3.setRotationPoint(-4F, -7F, -6F);
	Shape3.setTextureSize(76, 32);
	Shape3.mirror = true;
	setRotation(Shape3, 0F, 0F, 0F);
	Shape4 = new ModelRenderer(this, 56, 21);
	Shape4.addBox(0F, 0F, 0F, 4, 5, 6);
	Shape4.setRotationPoint(-2F, 0F, -3F);
	Shape4.setTextureSize(76, 32);
	Shape4.mirror = true;
	setRotation(Shape4, 0F, 0F, 0F);
	Shape4 = new ModelRenderer(this, 60, 11);
	Shape4.addBox(0F, 0F, 0F, 2, 4, 6);
	Shape4.setRotationPoint(2F, 0F, -3F);
	Shape4.setTextureSize(76, 32);
	Shape4.mirror = true;
	setRotation(Shape4, 0F, 0F, 0F);
	Shape4 = new ModelRenderer(this, 60, 11);
	Shape4.addBox(0F, 0F, 0F, 2, 4, 6);
	Shape4.setRotationPoint(-4F, 0F, -3F);
	Shape4.setTextureSize(76, 32);
	Shape4.mirror = true;
	setRotation(Shape4, 0F, 0F, 0F);
	Shape4 = new ModelRenderer(this, 54, 1);
	Shape4.addBox(0F, 0F, 0F, 5, 4, 6);
	Shape4.setRotationPoint(-9F, -1F, -3F);
	Shape4.setTextureSize(76, 32);
	Shape4.mirror = true;
	setRotation(Shape4, 0F, 0F, 0F);
	Shape4.mirror = true;
	Shape4 = new ModelRenderer(this, 54, 1);
	Shape4.addBox(0F, 0F, 0F, 5, 4, 6);
	Shape4.setRotationPoint(4F, -1F, -3F);
	Shape4.setTextureSize(76, 32);
	Shape4.mirror = true;
	setRotation(Shape4, 0F, 0F, 0F);
	Shape4.mirror = false;
}

@Override
public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {
	super.render(entity, f, f1, f2, f3, f4, f5);
	setRotationAngles(f, f1, f2, f3, f4, f5, entity);
	head.render(f5);
	body.render(f5);
	rightarm.render(f5);
	leftarm.render(f5);
	rightleg.render(f5);
	leftleg.render(f5);
	Shape1.render(f5);
	Shape2.render(f5);
	Shape3.render(f5);
	Shape3.render(f5);
	Shape3.render(f5);
	Shape4.render(f5);
	Shape4.render(f5);
	Shape4.render(f5);
	Shape4.render(f5);
	Shape4.render(f5);
}

private void setRotation(ModelRenderer model, float x, float y, float z) {
	model.rotateAngleX = x;
	model.rotateAngleY = y;
	model.rotateAngleZ = z;
}

 

 

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I suggest you use the existing

ModelRender

fields of

ModelBiped

where possible so that

ModelBiped

's methods can set the rotation angles and element visibility for you. Even if you override every method of

ModelBiped

, some parts of the code directly access and modify its fields rather than calling methods to do so.

 

You'll still need to override most of

ModelBiped

's methods to apply to your custom elements.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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