Posted April 20, 20214 yr I've got a model that I've parented to the correct parts of BipedModel properly; i.e. headwear-> head, chest->body, etc: My item registry: /**ARMOR*/ //avalon mail public static final RegistryObject<WithernautsArmor> AVALON_MAIL_HELMET = ITEMS.register("avalon_mail_helmet", () -> new WithernautsArmor(ArmorMaterial.DIAMOND, EquipmentSlotType.HEAD, "avalon_mail", new AvalonMailArmorModel(0.4f))); public static final RegistryObject<WithernautsArmor> AVALON_MAIL_PLATE = ITEMS.register("avalon_mail_plate", () -> new WithernautsArmor(ArmorMaterial.DIAMOND, EquipmentSlotType.CHEST, "avalon_mail", new AvalonMailArmorModel(0.4f))); public static final RegistryObject<WithernautsArmor> AVALON_MAIL_LEGS = ITEMS.register("avalon_mail_legs", () -> new WithernautsArmor(ArmorMaterial.DIAMOND, EquipmentSlotType.LEGS, "avalon_mail", new AvalonMailArmorModel(0.4f))); public static final RegistryObject<WithernautsArmor> AVALON_MAIL_FEET = ITEMS.register("avalon_mail_feet", () -> new WithernautsArmor(ArmorMaterial.DIAMOND, EquipmentSlotType.FEET, "avalon_mail", new AvalonMailArmorModel(0.4f))); My armor's model: public AvalonMailArmorModel(float modelSize) { super(modelSize, 0, 64, 64); this.textureWidth = 64; this.textureHeight = 64; this.am_leg_pivot_r = new ModelRenderer(this, 0, 0); this.am_leg_pivot_r.setRotationPoint(0.0F, 0.0F, 0.0F); this.am_leg_pivot_r.addBox(-0.5F, -0.5F, -0.5F, 1, 1, 1, 0.0F); this.am_torso_4 = new ModelRenderer(this, 0, 27); this.am_torso_4.setRotationPoint(0.0F, 13.0F, 0.0F); this.am_torso_4.addBox(-2.0F, -3.0F, -2.5F, 4, 4, 5, 0.0F); this.am_shoulder_l_1 = new ModelRenderer(this, 0, 54); this.am_shoulder_l_1.mirror = true; this.am_shoulder_l_1.setRotationPoint(0.0F, 0.0F, 0.0F); this.am_shoulder_l_1.addBox(-1.0F, -2.5F, -3.0F, 5, 4, 6, 0.0F); this.am_helm_2 = new ModelRenderer(this, 0, 18); this.am_helm_2.setRotationPoint(0.0F, -5.0F, -4.0F); this.am_helm_2.addBox(-2.5F, -6.0F, -1.5F, 5, 6, 3, 0.0F); this.am_shoulder_r_2 = new ModelRenderer(this, 48, 55); this.am_shoulder_r_2.setRotationPoint(-0.5F, 4.0F, 0.0F); this.am_shoulder_r_2.addBox(-3.0F, -4.0F, -2.5F, 2, 4, 5, 0.0F); this.am_boot_l = new ModelRenderer(this, 36, 8); this.am_boot_l.mirror = true; this.am_boot_l.setRotationPoint(0.0F, 0.0F, 0.0F); this.am_boot_l.addBox(-2.5F, 7.0F, -2.5F, 5, 5, 5, 0.0F); this.am_torso_2 = new ModelRenderer(this, 36, 0); this.am_torso_2.mirror = true; this.am_torso_2.setRotationPoint(2.25F, 9.0F, -2.0F); this.am_torso_2.addBox(-2.0F, -8.0F, 0.0F, 4, 5, 1, 0.0F); this.setRotateAngle(am_torso_2, 0.3141592653589793F, -0.5235987755982988F, -0.10471975511965977F); this.am_shoulder_r_4 = new ModelRenderer(this, 22, 56); this.am_shoulder_r_4.setRotationPoint(0.0F, 0.0F, 0.0F); this.am_shoulder_r_4.addBox(-5.0F, 0.5F, -3.5F, 6, 1, 7, 0.0F); this.am_leg_l_2 = new ModelRenderer(this, 28, 28); this.am_leg_l_2.mirror = true; this.am_leg_l_2.setRotationPoint(0.0F, -2.0F, 0.0F); this.am_leg_l_2.addBox(0.0F, 0.0F, -3.5F, 4, 1, 7, 0.0F); this.am_shoulder_r_5 = new ModelRenderer(this, 0, 51); this.am_shoulder_r_5.setRotationPoint(-4.4F, 1.5F, 0.0F); this.am_shoulder_r_5.addBox(-0.5F, -3.0F, -1.0F, 1, 3, 2, 0.0F); this.am_torso = new ModelRenderer(this, 0, 36); this.am_torso.setRotationPoint(0.0F, 0.0F, 0.0F); this.am_torso.addBox(-4.5F, 0.0F, -2.5F, 9, 10, 5, 0.0F); this.am_shoulder_r_1 = new ModelRenderer(this, 0, 54); this.am_shoulder_r_1.setRotationPoint(0.0F, 0.0F, 0.0F); this.am_shoulder_r_1.addBox(-4.0F, -2.5F, -3.0F, 5, 4, 6, 0.0F); this.am_shoulder_l_4 = new ModelRenderer(this, 16, 18); this.am_shoulder_l_4.mirror = true; this.am_shoulder_l_4.setRotationPoint(0.0F, -2.5F, 0.0F); this.am_shoulder_l_4.addBox(0.0F, -2.0F, -3.0F, 1, 2, 6, 0.0F); this.am_shoulder_l_6 = new ModelRenderer(this, 0, 51); this.am_shoulder_l_6.mirror = true; this.am_shoulder_l_6.setRotationPoint(4.4F, 0.5F, 0.0F); this.am_shoulder_l_6.addBox(-0.5F, -2.0F, -1.0F, 1, 2, 2, 0.0F); this.am_leg_r_1 = new ModelRenderer(this, 28, 36); this.am_leg_r_1.setRotationPoint(0.0F, 0.0F, 0.0F); this.am_leg_r_1.addBox(-3.0F, -2.0F, -3.0F, 3, 6, 6, 0.0F); this.setRotateAngle(am_leg_r_1, 0.0F, 0.0F, 0.17453292519943295F); this.am_leg_pivot_l = new ModelRenderer(this, 0, 0); this.am_leg_pivot_l.setRotationPoint(0.0F, 0.0F, 0.0F); this.am_leg_pivot_l.addBox(-0.5F, -0.5F, -0.5F, 1, 1, 1, 0.0F); this.am_shoulder_l_5 = new ModelRenderer(this, 22, 56); this.am_shoulder_l_5.mirror = true; this.am_shoulder_l_5.setRotationPoint(0.0F, 0.0F, 0.0F); this.am_shoulder_l_5.addBox(-1.0F, 0.5F, -3.5F, 6, 1, 7, 0.0F); this.am_torso_3 = new ModelRenderer(this, 46, 0); this.am_torso_3.setRotationPoint(0.0F, 9.0F, -2.5F); this.am_torso_3.addBox(-1.0F, -8.0F, -0.5F, 2, 5, 1, 0.0F); this.setRotateAngle(am_torso_3, 0.296705972839036F, 0.0F, 0.0F); this.am_leg_l_1 = new ModelRenderer(this, 28, 36); this.am_leg_l_1.mirror = true; this.am_leg_l_1.setRotationPoint(0.0F, 0.0F, 0.0F); this.am_leg_l_1.addBox(0.0F, -2.0F, -3.0F, 3, 6, 6, 0.0F); this.setRotateAngle(am_leg_l_1, 0.0F, 0.0F, -0.17453292519943295F); this.am_shoulder_l_3 = new ModelRenderer(this, 48, 55); this.am_shoulder_l_3.mirror = true; this.am_shoulder_l_3.setRotationPoint(1.5F, 4.0F, 0.0F); this.am_shoulder_l_3.addBox(0.0F, -4.0F, -2.5F, 2, 4, 5, 0.0F); this.am_torso_5 = new ModelRenderer(this, 28, 48); this.am_torso_5.setRotationPoint(0.0F, 9.0F, -1.0F); this.am_torso_5.addBox(-2.0F, -4.0F, -2.0F, 4, 4, 4, 0.0F); this.am_leg_r_2 = new ModelRenderer(this, 28, 28); this.am_leg_r_2.setRotationPoint(0.0F, -2.0F, 0.0F); this.am_leg_r_2.addBox(-4.0F, 0.0F, -3.5F, 4, 1, 7, 0.0F); this.am_torso_1 = new ModelRenderer(this, 36, 0); this.am_torso_1.setRotationPoint(-2.25F, 9.0F, -2.0F); this.am_torso_1.addBox(-2.0F, -8.0F, 0.0F, 4, 5, 1, 0.0F); this.setRotateAngle(am_torso_1, 0.3141592653589793F, 0.5235987755982988F, 0.10471975511965977F); this.am_helm_1 = new ModelRenderer(this, 0, 0); this.am_helm_1.setRotationPoint(0.0F, 0.0F, 0.0F); this.am_helm_1.addBox(-4.5F, -9.0F, -4.5F, 9, 9, 9, 0.0F); this.am_boot_r = new ModelRenderer(this, 36, 8); this.am_boot_r.setRotationPoint(0.0F, 0.0F, 0.0F); this.am_boot_r.addBox(-2.5F, 7.0F, -2.5F, 5, 5, 5, 0.0F); this.am_shoulder_r_3 = new ModelRenderer(this, 16, 18); this.am_shoulder_r_3.setRotationPoint(0.0F, -2.5F, 0.0F); this.am_shoulder_r_3.addBox(-1.0F, -2.0F, -3.0F, 1, 2, 6, 0.0F); this.bipedHead.addChild(this.am_helm_1); this.bipedRightLeg.addChild(this.am_leg_pivot_r); this.bipedLeftLeg.addChild(this.am_leg_pivot_l); this.bipedRightLeg.addChild(this.am_boot_r); this.bipedLeftLeg.addChild(this.am_boot_l); this.bipedRightArm.addChild(this.am_shoulder_r_1); this.bipedLeftArm.addChild(this.am_shoulder_l_1); this.bipedBody.addChild(this.am_torso); this.am_torso.addChild(this.am_torso_4); this.am_helm_1.addChild(this.am_helm_2); this.am_shoulder_r_1.addChild(this.am_shoulder_r_2); this.am_torso.addChild(this.am_torso_2); this.am_shoulder_r_1.addChild(this.am_shoulder_r_4); this.am_leg_l_1.addChild(this.am_leg_l_2); this.am_shoulder_r_1.addChild(this.am_shoulder_r_5); this.am_shoulder_l_1.addChild(this.am_shoulder_l_4); this.am_shoulder_l_1.addChild(this.am_shoulder_l_6); this.am_shoulder_l_1.addChild(this.am_shoulder_l_5); this.am_torso.addChild(this.am_torso_3); this.am_shoulder_l_1.addChild(this.am_shoulder_l_3); this.am_torso.addChild(this.am_torso_5); this.am_leg_r_1.addChild(this.am_leg_r_2); this.am_torso.addChild(this.am_torso_1); this.am_shoulder_r_1.addChild(this.am_shoulder_r_3); this.am_leg_pivot_r.addChild(this.am_leg_r_1); this.am_leg_pivot_l.addChild(this.am_leg_l_1); } However, this is the result when I put on the armor in-game (ignore the missing textures for now, it's intentional) Wearing ONLY helm. Okay, this is correct. ONLY chestplate. Correct as well. ONLY legging. For some reason, am_torso is rendered as well and when I put on the feet, it looks like it's rendering the entire legging because BipedModel doesn't have a group just for feet. What's the cleanest way to do this? Edited April 20, 20214 yr by Turtledove
April 20, 20214 yr Well yes, vanilla armor models have two layers. The leggings grab the body and the legs while the boots grab only the legs. You could fix this by splitting your texture in two and draw the second texture only when the equipment slot is the legs.
April 20, 20214 yr Author 1 minute ago, ChampionAsh5357 said: Well yes, vanilla armor models have two layers. The leggings grab the body and the legs while the boots grab only the legs. You could fix this by splitting your texture in two and draw the second texture only when the equipment slot is the legs. Whoever at mojang decided on this system needs to be fired
April 20, 20214 yr Author 33 minutes ago, ChampionAsh5357 said: Well yes, vanilla armor models have two layers. The leggings grab the body and the legs while the boots grab only the legs. You could fix this by splitting your texture in two and draw the second texture only when the equipment slot is the legs. Wait, I'm getting this weird effect where there's extraneous layers to the model where there shouldn't be. I'm wearing nothing but the helm, and I've temporarily unparented the helm's model to BipedModel's head and the model has no headwear, but this is happening:
April 20, 20214 yr 10 minutes ago, Turtledove said: Wait, I'm getting this weird effect where there's extraneous layers to the model where there shouldn't be. I'm wearing nothing but the helm, and I've temporarily unparented the helm's model to BipedModel's head and the model has no headwear, but this is happening: Makes sense, it's using the default biped model which reserves a 64x32 space for the actual armor. So any data drawn within that space will be reflected on the default model.
April 20, 20214 yr Author Just now, ChampionAsh5357 said: Makes sense, it's using the default biped model which reserves a 64x32 space for the actual armor. So any data drawn within that space will be reflected on the default model. Are there any other options besides having all my textures be outside that space? I tried setting the default model's visibility to false: @OnlyIn(Dist.CLIENT) @Nullable public <A extends BipedModel<?>> A getArmorModel(LivingEntity LivingEntity, ItemStack itemStack, EquipmentSlotType armorSlot, A _default) { _default.bipedHeadwear.showModel = false; _default.bipedHead.showModel = false; _default.bipedBody.showModel = false; _default.bipedLeftArm.showModel = false; _default.bipedLeftLeg.showModel = false; _default.bipedRightArm.showModel = false; _default.bipedRightLeg.showModel = false; _default.setVisible(false); return (A) this.armorModel; } and it still looks like this:
April 20, 20214 yr 1 hour ago, Turtledove said: Are there any other options besides having all my textures be outside that space? I tried setting the default model's visibility to false: Not without some bipedmodel trickery which is just annoying to do and not really recommended without a decent grasp of the system. Plus, it's the easiest solution.
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