Posted April 5, 20187 yr I have searched for something up to date, and found nothing. All I am doing is trying to add a custom bow with a set of obj models. Everything works but the transforms are not showing as all. I have no control over the transforms, and when I look at the vanilla code the bow seems to have hard coded transformations. I know Tinker's Construct managed to make this work, but I can't figure out how they did it. Here's the blockstate I tried: { "forge_marker": 1, "defaults": { "textures": { }, "model": "magitech:bow_compound_model" }, "variants": { "normal": [{ }], "inventory": [{ "transform": { "gui": { "rotation": [ { "y": 0}, {"x": 0}, {"z": 0} ], "translation": [ 0, 0, 0], "scale": 2.0 }, "ground": { "rotation": [ { "y": 0}, {"x": 0}, {"z": 0} ], "translation": [ 0, 0.25, 0], "scale": 1.5 }, "thirdperson": { "rotation": [ { "y": 90}, {"x": 0}, {"z": 45} ], "translation": [ 0, 0.475, 0.15], "scale": 1.35 }, "firstperson": { "rotation": [ { "y": 90}, {"x": 0}, {"z": 45} ], "translation": [ 0, 0, 0 ], "scale": 5.0 }, "fixed": { "rotation": [ { "y": 0}, {"x": 0}, {"z": 90} ], "translation": [ 0, 0, 0 ], "scale": 0.9 } } }] } } And the file it references (not sure why but it only looks in the block models for it): { "model": "magitech:item/bow_compound_model_standby.obj", "textures": { }, "overrides": [ { "predicate": { "pulling": 0 }, "model": "magitech:item/bow_compound_model_standby.obj" }, { "predicate": { "pulling": 1 }, "model": "magitech:item/bow_compound_model__pulling_0.obj" }, { "predicate": { "pulling": 1, "pull": 0.65 }, "model": "magitech:item/bow_compound_model__pulling_1.obj" }, { "predicate": { "pulling": 1, "pull": 0.9 }, "model": "magitech:item/bow_compound_model__pulling_2.obj" } ] } The rest is pretty basic, I tried using the vanilla transforms like this: { "model": "magitech:bow_compound_model_standby.obj", "textures": { }, "display": { "thirdperson_righthand": { "rotation": [ 0, 0, 0 ], "translation": [ -1, -2, 2.5 ], "scale": [ 0.9, 0.9, 0.9 ] }, "thirdperson_lefthand": { "rotation": [ 0, 0, 0 ], "translation": [ -1, -2, 2.5 ], "scale": [ 0.9, 0.9, 0.9 ] }, "firstperson_righthand": { "rotation": [ 0, 0, 0 ], "translation": [ 1.13, 3.2, 1.13], "scale": [ 3.0, 3.0, 3.0 ] }, "firstperson_lefthand": { "rotation": [ 0, 0, 0 ], "translation": [ 1.13, 3.2, 1.13], "scale": [ 0.68, 0.68, 0.68 ] } }, "overrides": [ { "predicate": { "pulling": 0 }, "model": "magitech:item/bow_compound_model_standby.obj" }, { "predicate": { "pulling": 1 }, "model": "magitech:item/bow_compound_model__pulling_0.obj" }, { "predicate": { "pulling": 1, "pull": 0.65 }, "model": "magitech:item/bow_compound_model__pulling_1.obj" }, { "predicate": { "pulling": 1, "pull": 0.9 }, "model": "magitech:item/bow_compound_model__pulling_2.obj" } ] } But all of them produce the exact same results, the model is rotated as a simple held/generated item. So why and how do I fix it? It only happens with the that have an override property, nothing else has had this problem (I've added a lot of other items with obj models already). If I extend Item or ItemBow, it makes no difference.
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