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Posted

Animating code is in model class file. Try looking at ModelCow and ModelQuadruped. You will also need Entity class and Render class and of course you need to register it (like binding renderer to model and binding entity to model) 

Posted (edited)

simply overwrite the player model i've done this in the 1.7.10 so its not 100% sure if this still works but give it a try (btw this will COMPLETELY overwrite the model):

import net.minecraft.client.entity.AbstractClientPlayer;
import net.minecraft.client.model.ModelBlaze;
import net.minecraft.client.renderer.entity.RenderPlayer;
import net.minecraft.util.ResourceLocation;

public class OverwritePlayer extends RenderPlayer
{
    public OverwritePlayer(){
        super();
		//Overwriting it with our own model
        this.mainModel = new YourModelClass(1.0F);
    }

    protected ResourceLocation getEntityTexture(AbstractClientPlayer player)
    {
      //returning Resource .. Obviously 
        return new ResourceLocation("textures/pathto/texture.png");
    }
}


and register it like this:

RenderingRegistry.registerEntityRenderingHandler(EntityPlayer.class, new OverwritePlayer());

 

YourModelClass should extend ModelBiped and can be modeled / animated in Techne or in code
that should be look something about this:

 

import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;

public class YourModelClass extends ModelBiped {

    public ModelRenderer head;
    public ModelRenderer body;
    public ModelRenderer rightArm;
    public ModelRenderer leftArm;
    public ModelRenderer rightLeg;
    public ModelRenderer leftLeg;
	
	
    public YourModelClass(float size) {
		//Modelsize rotation xTextureSize yTextureSize
    	super(size, 0.0f, 64, 32);
    	
        head = new ModelRenderer(this, 0, 0);
        head.setRotationPoint(0.0F, 0.0F, 0.0F);
        head.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, 0.0F);

        body = new ModelRenderer(this, 16, 16);
        body.setRotationPoint(0.0F, 0.0F, 0.0F);
        body.addBox(-4.0F, 0.0F, -2.0F, 8, 12, 4, 0.0F);

        leftArm = new ModelRenderer(this, 40, 16);
        leftArm.setRotationPoint(5.0F, 2.0F, 0.0F);
        leftArm.addBox(-1.0F, -2.0F, -2.0F, 4, 12, 4, 0.0F);

        rightArm = new ModelRenderer(this, 40, 16);
        rightArm.setRotationPoint(-5.0F, 2.0F, 0.0F);
        rightArm.addBox(-3.0F, -2.0F, -2.0F, 4, 12, 4, 0.0F);

        leftLeg = new ModelRenderer(this, 0, 16);
        leftLeg.setRotationPoint(2.0F, 12.0F, 0.0F);
        leftLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, 0.0F);

        rightLeg = new ModelRenderer(this, 0, 16);
        rightLeg.setRotationPoint(-2.0F, 12.0F, 0.0F);
        rightLeg.addBox(-2.0F, 0.0F, -2.0F, 4, 12, 4, 0.0F);
        
    }

    @Override
    public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { 

   }
    
    public void setRotationAngles(float s, float s1, float s2, float s3, float s4, float s5, Entity entiy) {
    }
    
}

 

i hope this will help you or give you a better understanding how you could do it

oh and this here will be also very helpfull (because its basicly the same concept!)
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/mapping-and-modding-tutorials/1571595-1-10-2-how-to-code-custom-3d-armor-models

Edited by Oscarita25
  • 1 month later...
Posted

i know this is a bit older now but i just wanted to say .. that i think that you can also use obj models because the ModelRender does support these ..
(obj models can be less blocky aka. they can be even completly smooth spheres) :P

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