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Posted

I made a armor item with custom model. It is just a shoulder pad.

It works fine for player and even for skeletons. But it looks weird on zombies.

4qFhMnE.png

mhOAVth.png

I think it is because I extend ModelBiPed for my armor model and zombies use ModelZombie which does extra calculation for arms in setRotationAngels().

My first thought was making another model class that extends ModelZombie and check if the entity is zombie but I don't like hardcoding.

So is there any way other than hardcoding to fix this?

My model class :

public class TestModel extends ModelBiped {

		private ModelRenderer shoulder;

		public TestModel(float scale) {
			super(scale, 0, 64, 64);
			shoulder = new ModelRenderer(this, 0, 0);
			shoulder.addBox(-1, -3, -3, 5, 2, 6);
			shoulder.setRotationPoint(5.0F, 2.0F, 0.0F);
		}

		@Override
		public void render(Entity entityIn, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch,
				float scale) {
			this.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale, entityIn);
			shoulder.render(scale);
		}

		@Override
		public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch,
				float scaleFactor, Entity entityIn) {
			super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
			shoulder.rotateAngleX = bipedLeftArm.rotateAngleX;
			shoulder.rotateAngleY = bipedLeftArm.rotateAngleY;
			shoulder.rotateAngleZ = bipedLeftArm.rotateAngleZ + 0.1f; // rotates a little.
		}
	}

 

Posted

I justed ended up passing default model to my model and use it as parent. Not very elegant but at least it works.

private ModelBiped parent; // new one gets assigned in the getArmorModel() every time.

@Override
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch,
		float scaleFactor, Entity entityIn) {
	parent.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
	shoulder.rotateAngleX = parent.bipedLeftArm.rotateAngleX;
	shoulder.rotateAngleY = parent.bipedLeftArm.rotateAngleY;
	shoulder.rotateAngleZ = parent.bipedLeftArm.rotateAngleZ + 0.1f;
}
@Override
public void setModelAttributes(ModelBase model){
	parent.setModelAttributes(model);
}

 

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