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1.16.5 Best way to go about parenting to BipedModel for custom armor model?


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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.

image.png.b392a749526237919eb0bb68fbb5b5c5.png

 

ONLY chestplate. Correct as well.

image.png.4edeec064568ab6a1a26922329a250cb.png

 

ONLY legging. For some reason, am_torso is rendered as well

image.png.2cd1bbb443fe1d46ee8dec52d2f82f33.png

 

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.

image.png.607ec77c81fd46b1324213f0e03437cb.png

 

What's the cleanest way to do this?

Edited by Turtledove
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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.

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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

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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:

image.png.da421bdba955c14dec5a48d206db56cf.png

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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:

image.png.da421bdba955c14dec5a48d206db56cf.png

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.

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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:

image.png.520b8eea0a3c1b4c63c6642a7aa4e05e.png

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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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