Jump to content

Render biped arm multiplayer


Lyon

Recommended Posts

Hello,

I want to add a lantern, which is held by the player with streched out arms. I already managed to render the arms when holding a lantern in hand. But if another player is also rendered, the arm of the other player is rendered at my position.

Is there some way to fix this ? Help would be appreciated. 

Here is my code:

 

ToolLamp:

public class ToolLamp extends ItemBase
{
	public ToolLamp(String name) 
	{
		super(name);
		setMaxStackSize(1);
	}
}

 

LoginHandler:

public class LoginHandler 
{
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onLogin(EntityJoinWorldEvent event)
	{
		if(event.getEntity() instanceof EntityPlayer && event.getWorld().isRemote)
		{
			MinecraftForge.EVENT_BUS.register(new LampHandler());
		}
	}
}

 

LampHandler:

public class LampHandler 
{
	
	public LampHandler() 
	{
	}
	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onPreRender(RenderPlayerEvent.Pre event)
	{
		EntityPlayer player = event.getEntityPlayer();
		
		if(player.getHeldItem(EnumHand.MAIN_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedRightArm.isHidden=true;
			event.getRenderer().getMainModel().bipedRightArmwear.isHidden=true;
		}
		if(player.getHeldItem(EnumHand.OFF_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedLeftArm.isHidden=true;
			event.getRenderer().getMainModel().bipedLeftArmwear.isHidden=true;
		}
	}
	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onPostRender(RenderPlayerEvent.Post event)
	{
		EntityPlayer player = event.getEntityPlayer();
		float yRotationPoint = 20.5F;
		
		if(player.isSneaking())
		{
			yRotationPoint = 16.5F; 
		}
		
		if(player.getHeldItem(EnumHand.MAIN_HAND).getItem().equals(ItemInit.Lamp))
		{
			//rotate arm
			event.getRenderer().getMainModel().bipedRightArm.isHidden=false;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointX = -MathHelper.cos((float)Math.toRadians(player.renderYawOffset)) * 4.2F;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointY = yRotationPoint;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointZ = -MathHelper.sin((float)Math.toRadians(player.renderYawOffset)) * 5.0F;
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleX = (float)Math.toRadians(90.0F);
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleY = (float)-Math.toRadians(player.renderYawOffset);
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleZ = 0.0F;
			event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)player));
			event.getRenderer().getMainModel().bipedRightArm.renderWithRotation(0.0625F);
			event.getRenderer().getMainModel().bipedRightArm.rotationPointY = 2.0F;
		}
		if(player.getHeldItem(EnumHand.OFF_HAND).getItem().equals(ItemInit.Lamp))
		{
			//rotate arm
			event.getRenderer().getMainModel().bipedLeftArm.isHidden=false;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointX = MathHelper.cos((float)Math.toRadians(player.renderYawOffset)) * 4.2F;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = yRotationPoint;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointZ = MathHelper.sin((float)Math.toRadians(player.renderYawOffset)) * 5.0F;
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleX = (float)Math.toRadians(90.0F);
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleY = (float)-Math.toRadians(player.renderYawOffset);
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleZ = 0.0F;
			event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)player));
			event.getRenderer().getMainModel().bipedLeftArm.renderWithRotation(0.0625F);
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = 2.0F;
		}
	}
}

 

Link to comment
Share on other sites

8 minutes ago, Lyon said:

public void onLogin(EntityJoinWorldEvent event)

No dont do this. You only need to register it once. Not every time a player logs in.

 

8 minutes ago, Lyon said:

Is there some way to fix this ?

Check if the entity player is the client player? Assuming I understand this correctly.

player == Minecraft#player

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

1 hour ago, Animefan8888 said:

Check if the entity player is the client player? Assuming I understand this correctly.

player == Minecraft#player

i have the exact same problem with my mediating pose.. but doing it that way it would only render correctly for the client player and not for every other player too. basically im in multiplayer and if the other player meditates, his arms are rendered on mine ://

Link to comment
Share on other sites

Just now, eatthenight said:

im in multiplayer and if the other player meditates, his arms are rendered on mine ://

Ok you'll have to render it different if it isn't the client player than you would if it was the client player. @Lyon

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

3 minutes ago, Animefan8888 said:

Ok you'll have to render it different if it isn't the client player than you would if it was the client player. @Lyon

but how do you do that? how do i get the model of other players and change the rotation of arms and stuff..? idk because it seems everything works fine except the position is set to the clients player arms and not of the player who’s actually mediating..

Edited by eatthenight
Link to comment
Share on other sites

Just now, eatthenight said:

but how do you do that? how do i get the model of other players and change the rotation of arms and stuff..?

The RenderPlayerEvent is called for all Player entities. You'll just have to do what you have been doing just twice and differently. IE

if eventPlayer is clientPlayer
   // Render what you have
else

  // Render with different settings that make it look correct.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

2 minutes ago, Animefan8888 said:

The RenderPlayerEvent is called for all Player entities. You'll just have to do what you have been doing just twice and differently. IE

if eventPlayer is clientPlayer
   // Render what you have
else

  // Render with different settings that make it look correct.

exactly but what im confused about is event.getEntityPlayer() should give the player who's rendered if im not mistaken? but why does it render on the client player and not on the player who's actually mediating? like the arms are rendered on the position of the client players arms..... but i use the values of event.getEntityPlayer() to set the position so it should be rendered on the correct position? it seems somehow event.getEntityPlayer gives me the wrong player? im rotating the arms of the right player just the position is wrong cuz when i mediate my player has no arms.

 

Link to comment
Share on other sites

5 minutes ago, eatthenight said:

exactly but what im confused about is event.getEntityPlayer() should give the player who's rendered if im not mistaken? but why does it render on the client player and not on the player who's actually mediating? like the arms are rendered on the position of the client players arms..... but i use the values of event.getEntityPlayer() to set the position so it should be rendered on the correct position? it seems somehow event.getEntityPlayer gives me the wrong player? im rotating the arms of the right player just the position is wrong cuz when i mediate my player has no arms.

How about you make your own thread and post your code so we can give you appropriate help.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

Thank you very much for replying.

@Animefan8888

I added "GlStateManager.translate" like you advised eatthenight in his thread.

Now the arms are rendering at the right spot, but they're glitching back and forth as I move. Is there a way to fix this?

Here's my new code:

Spoiler

public class LampHandler 
{	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onPreRender(RenderPlayerEvent.Pre event)
	{
		EntityPlayer player = event.getEntityPlayer();
		
		GlStateManager.pushMatrix();
		
		if(player.getHeldItem(EnumHand.MAIN_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedRightArm.isHidden=true;
		}
		if(player.getHeldItem(EnumHand.OFF_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedLeftArm.isHidden=true;
		}
	}
	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onPostRender(RenderPlayerEvent.Post event)
	{
		EntityPlayer playerR = event.getEntityPlayer();
		EntityPlayer playerC = Minecraft.getMinecraft().player;
		float yRotationPoint = 20.5F;
		
		if(!playerR.equals(playerC))
		{
			GlStateManager.translate(playerR.posX-playerC.posX, playerR.posY-playerC.posY, playerR.posZ-playerC.posZ);
		}
		
		if(playerR.isSneaking())
		{
			yRotationPoint = 16.5F; 
		}
		
		if(playerR.getHeldItem(EnumHand.MAIN_HAND).getItem().equals(ItemInit.Lamp))
		{			
			event.getRenderer().getMainModel().bipedRightArm.isHidden=false;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointX = -MathHelper.cos((float)Math.toRadians(playerR.renderYawOffset)) * 4.2F;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointY = yRotationPoint;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointZ = -MathHelper.sin((float)Math.toRadians(playerR.renderYawOffset)) * 5.0F;
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleX = (float)Math.toRadians(90.0F);
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleY = (float)-Math.toRadians(playerR.renderYawOffset);
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleZ = 0.0F;
			event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)playerR));
			event.getRenderer().getMainModel().bipedRightArm.renderWithRotation(0.0625F);
			event.getRenderer().getMainModel().bipedRightArm.rotationPointY = 2.0F;
		}
		if(playerR.getHeldItem(EnumHand.OFF_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedLeftArm.isHidden=false;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointX = MathHelper.cos((float)Math.toRadians(playerR.renderYawOffset)) * 4.2F;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = yRotationPoint;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointZ = MathHelper.sin((float)Math.toRadians(playerR.renderYawOffset)) * 5.0F;
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleX = (float)Math.toRadians(90.0F);
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleY = (float)-Math.toRadians(playerR.renderYawOffset);
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleZ = 0.0F;
			event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)playerR));
			event.getRenderer().getMainModel().bipedLeftArm.renderWithRotation(0.0625F);
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = 2.0F;
		}
		
		GlStateManager.popMatrix();
	}
}

 

 

Link to comment
Share on other sites

6 hours ago, Lyon said:

Now the arms are rendering at the right spot, but they're glitching back and forth as I move. Is there a way to fix this?

You've gotta interpolate the position of them. Using the partialTicks value in the event and the Entity#posX/Y/Z and Entity#lastPosX/Y/Z

  • Thanks 1

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Link to comment
Share on other sites

@Animefan8888

Now it's working really well. Thank so much ?.

Here's my code:

 

LampHandler:

Spoiler

 


public class LampHandler 
{	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onPreRender(RenderPlayerEvent.Pre event)
	{
		EntityPlayer player = event.getEntityPlayer();
		
		GlStateManager.pushMatrix();
		
		if(player.getHeldItem(EnumHand.MAIN_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedRightArm.isHidden=true;
		}
		if(player.getHeldItem(EnumHand.OFF_HAND).getItem().equals(ItemInit.Lamp))
		{
			event.getRenderer().getMainModel().bipedLeftArm.isHidden=true;
		}
	}
	
	@SideOnly(Side.CLIENT)
	@SubscribeEvent
	public void onPostRender(RenderPlayerEvent.Post event)
	{
		EntityPlayer playerR = event.getEntityPlayer();
		EntityPlayer playerC = Minecraft.getMinecraft().player;
		float yRotationPoint = 20.5F;
		
		if(!playerR.equals(playerC))
		{
			GlStateManager.translate(Utils.getPlayerXOffset(playerR, playerC, event.getPartialRenderTick()), Utils.getPlayerYOffset(playerR, playerC, event.getPartialRenderTick()), Utils.getPlayerZOffset(playerR, playerC, event.getPartialRenderTick()));
		}
		
		if(playerR.isSneaking())
		{
			yRotationPoint = 16.5F; 
		}
		
		if(playerR.getHeldItem(EnumHand.MAIN_HAND).getItem().equals(ItemInit.Lamp))
		{
			
			//rotate arm
			event.getRenderer().getMainModel().bipedRightArm.isHidden=false;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointX = -MathHelper.cos((float)Math.toRadians(playerR.renderYawOffset)) * 4.2F;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointY = yRotationPoint;
			event.getRenderer().getMainModel().bipedRightArm.rotationPointZ = -MathHelper.sin((float)Math.toRadians(playerR.renderYawOffset)) * 5.0F;
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleX = (float)Math.toRadians(90.0F);
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleY = (float)-Math.toRadians(playerR.renderYawOffset);
			event.getRenderer().getMainModel().bipedRightArm.rotateAngleZ = 0.0F;
			event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)playerR));
			event.getRenderer().getMainModel().bipedRightArm.renderWithRotation(0.0625F);
			event.getRenderer().getMainModel().bipedRightArm.rotationPointY = 2.0F;
		}
		if(playerR.getHeldItem(EnumHand.OFF_HAND).getItem().equals(ItemInit.Lamp))
		{
			//rotate arm
			event.getRenderer().getMainModel().bipedLeftArm.isHidden=false;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointX = MathHelper.cos((float)Math.toRadians(playerR.renderYawOffset)) * 4.2F;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = yRotationPoint;
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointZ = MathHelper.sin((float)Math.toRadians(playerR.renderYawOffset)) * 5.0F;
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleX = (float)Math.toRadians(90.0F);
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleY = (float)-Math.toRadians(playerR.renderYawOffset);
			event.getRenderer().getMainModel().bipedLeftArm.rotateAngleZ = 0.0F;
			event.getRenderer().bindTexture(event.getRenderer().getEntityTexture((AbstractClientPlayer)playerR));
			event.getRenderer().getMainModel().bipedLeftArm.renderWithRotation(0.0625F);
			event.getRenderer().getMainModel().bipedLeftArm.rotationPointY = 2.0F;
		}
		
		GlStateManager.popMatrix();
	}
}

 

Utils:

Spoiler

public class Utils 
{
	public static final double getPlayerXOffset(EntityPlayer pR, EntityPlayer pC, float partialTick)
	{
		return (pR.lastTickPosX+((pR.posX-pR.lastTickPosX)*partialTick))-(pC.lastTickPosX+((pC.posX-pC.lastTickPosX)*partialTick));
	}
	
	public static final double getPlayerYOffset(EntityPlayer pR, EntityPlayer pC, float partialTick)
	{
		return (pR.lastTickPosY+((pR.posY-pR.lastTickPosY)*partialTick))-(pC.lastTickPosY+((pC.posY-pC.lastTickPosY)*partialTick));
	}
	
	public static final double getPlayerZOffset(EntityPlayer pR, EntityPlayer pC, float partialTick)
	{
		return (pR.lastTickPosZ+((pR.posZ-pR.lastTickPosZ)*partialTick))-(pC.lastTickPosZ+((pC.posZ-pC.lastTickPosZ)*partialTick));
	}
}

 

 

Link to comment
Share on other sites

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.

Guest
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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Make a test without chameleon or storagedrawers
    • In August, during one of the most challenging periods of my life, I was introduced to REMOTE CYBAR RECOVERY by Mr. Johnny. I had recently experienced a devastating loss involving $760,000 worth of Bitcoin. This significant amount of money had been acquired by selling my shares, and I had invested it in Bitcoin, only to have it stolen. Each day felt like a battle as I faced the overwhelming possibility of losing everything I had worked so hard to accumulate. It was an emotional and financial crisis that left me feeling hopeless and desperate, Mr.. Johnny, who had faced a similar situation himself, shared his experience with me. he had also lost access to his digital wallet and had turned to REMOTE CYBAR RECOVERY for assistance. To his relief, they were able to help him recover the wallet password and regain access to his funds. Hearing her positive account of their service provided me with a glimmer of hope, and I decided to reach out to REMOTE CYBAR RECOVERY. From the moment I made contact with them, I knew I had made the right decision. Their response was prompt and professional, which immediately put my mind at ease. The team demonstrated exceptional expertise and dedication throughout the process. They worked tirelessly to address my concerns and meticulously followed up on every detail related to my case. In less than 4 days, a period that felt both incredibly short and incredibly long due to the stress I was under, my funds were fully deposited back into my account. The speed and efficiency with which REMOTE CYBAR RECOVERY handled my case were nothing short of remarkable. Their success in recovering my stolen funds was a relief beyond words and significantly alleviated the financial and emotional strain I had been enduring. The expertise and professionalism exhibited by REMOTE CYBAR RECOVERY. were beyond measure. They provided not only a solution to a complex problem but also restored my confidence in the possibility of recovering from such a dire situation. Their service was a beacon of hope during one of the darkest times in my life, and I am deeply grateful I cannot recommend REMOTE CYBAR RECOVERY highly enough. Their knowledge, responsiveness, and effectiveness in handling cases of this nature are truly commendable. If you ever face a situation where you have lost access to your digital assets or find yourself in need of recovery services, REMOTE CYBAR RECOVERY is a resource you should definitely consider. Their support can make a world of difference, as it did for me. EMAIL S U P P O R T @ R E M O T E C Y B A R R E C O V E R Y . C O M WHATS/APP + 1 7 2 5 2 2 4 2 5 9 7 WEBSITE https:// remote cybarrecovery . com/
    • That might be saved in the NBT of the villager? I'm not sure.
    • That would work too, I guess.
  • Topics

×
×
  • Create New...

Important Information

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