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Add Support for Entity Model Features: Player Animations #313
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Same problem. I think all mods that make the player have extra animations cause this issue, because it happened with Immersive Melodies and Better Combat Unless those two use EMF too? |
as far as I know there currently is no solution. The feature needs to be implemented by either trinkets or EMF to get this fixed. |
damn, and do you know if they listen to the community? because this was published in May and it is almost July. |
And now it's August. Do any of y'all know if we'll be getting a fix any time soon? |
same here |
How do you even go about adding a custom model for a trinket? I can't find any documentation anywhere on how to do this.. I just don't know the correct file pathing.. I'm not a programmer :( |
P3pp3rF1y/SophisticatedBackpacks#1223 Screen.Recording.2024-11-19.194811.mp4 |
Entity Model Features adds compatibility for Optifine's Custom Entity Models, and extends the system so resource packs can animate the player too. This requires a custom renderer for the player model, which currently doesn't work with the
TrinketRenderer.translateTo...
functions. The result is that cosmetics rendered by custom renderers, like the create mod goggles (renderer code here), do not move correctly with the player as they assume vanilla player model movement.Jdk-17.0.8.101-hotspot.2024.05.17.-.09.40.49.03.mp4
Having searched around a bit I believe the best way to fix this may be to extend the
TrinketRenderer.translateTo...
functions to detect whether EMF is currently present and the custom player model feature is in use, and if so, it should provide rotation matrices that follow the player model rendered by EMF.The text was updated successfully, but these errors were encountered: