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Bone Types
Part bones are the bones used to render the model. All bones are this type by default.
This is a bone that has the name format hitbox. This bone will be rendered as a hitboxes with the given size. Hitboxes move with animations just like all the other bones, allowing for precise hitboxes. Any number of hitboxes can exist.
This bone is used to display names, or a health bar over entities. This bone is optional, and only one can exist. Bones will become this type when given the name nametag.
VFX bones are used for animations. No entity is created for this bone type. Bones of this type can have their location queried from the model, using Point getVFX(String name);. This bone is primarily used for animation effects. In the demo, there is an example attack which uses vfx bones to create particles when the attack is run.
Head bones are for a head that move separately from the body. Name this bone head. To set the head bone rotation, use setHeadRotation on your extended GenericModelImpl object.
Seat bones are where the riding entity will sit. One bone can be this type, and it is called seat.
NOTE: Loader bones can only be used with zombie model types.
Loader bones connect a bone to a loader with an invisible leash. If a loader bone is visible, the corresponding bone will not be culled. The format for this bone is loader_<loader slime size>_<name of bone to load>
NOTE: Loader bones can only be used with zombie model types.
This bone type will connect all model parts to one loader slime. The format is globalloader_<loader slime size>