kvverti / enim Goto Github PK
View Code? Open in Web Editor NEWENIM aims to add customizable entity models and animations to the Minecraft game.
ENIM aims to add customizable entity models and animations to the Minecraft game.
Held items seem to always take the last scaling value rather than the value that was defined for the particular model layer.
-Attack
-Damage
-Interaction? Replaced by more specific AnimTypes.
The texture fixes itself when the resources are reloaded a second time.
Validate Json and AbieScript so the game doesn't crash on invalid values.
Like Toast
Player models throw a spanner right in the works because of custom skins. Minecraft skins must be a fixed resolution, and custom models have to use the same texture mapping as the default (otherwise users without ENIM will see a jumbled mess).
Thoughts for the future:
There is currently no set date for this feature and it will only be added if the mod picks up popularity (or if I really want to add it).
It should multiply with the color and keep the previous alpha.
Useful for models where the same element is in different orientations, like boats and minecarts, without resorting to "static" idle animations. This could probably be implemented through the Render class.
Features:
-Add the rest of the animations (swimming, jumping, attack, damage, interaction)
-Additional custom animation types / predicates
-Texture layers (armor / sheep wool -- multiple texture binding?)
-Health-based angles (wolf tail)
-Held item positioning (bipeds -- most likely specify left / right arms)
-Armor models (Register armor items / armor types)
-Server compatibility (entity timers, etc.)
-Sinusoidal animation with adjustable periods
-Translation support for animations (blaze)
Aesthetics:
-Entity texture animations (using .mcmeta format)
-Multipart (for specifying layers easily)
-Default texture and transformations in entitystate file
-Scale, possibly rotation overrides in child models
Make as many features as possible multiplayer compatible. Emphasis on animations.
Mostly complete, just need to test.
Current implementation uses model layers, one layer per ArmorMaterial per armor slot per RenderState.
Useful for wolf tails and the like.
Renders pink-and-black boxes with no error logged.
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