Join us at MCreative to get help with my plugin!
Forge 1.16.5/1.18.2/1.19.2/1.19.4/1.20.1
NeoForge 1.20.4/1.20.6/1.21.1
Having this plugin installed, even without the API enabled, syncs players variables globally with all clients. This can be useful for other plugins, like PlayerAnimator
For a tutorial on changing the player hitbox, check the video at the bottom of the page
DEPRECATED PROCEDURES MEANS YOU SHOULND'T USE THEM UNLESS THERE ISN'T ANY OTHER OPTION FOR WHAT YOU ARE TRYING TO DO
Important Information
- Make sure you use MCreator 2022.2 (snapshots included) or a newer version
- This plugin requires to have enabled the "Kleiders Custom Renderer API"
- You need to add "Kleiders Custom Renderer" as a dependency to your mod if you enable this.
IT'S RECOMMENDED TO USE PLAYER VARIABLES TO CHANGE THE SKIN/MODEL OF THE PLAYER
YOU CAN RENDER AS MANY MODELS AT A TIME IN THE SAME PLAYER AS YOU WANT, THERE ARE NO LIMITS.
Kleiders Custom Renderer is here! Change the players/mobs models/skin easily with just 2 procedures (Or more if you want to) and a global trigger!
Need help or found a bug? Shoot me a DM on discord! Kleiders#9777
You can also report crashes at https://www.curseforge.com/minecraft/mc-mods/kleiders-custom-renderer-a…
How to use:
Enable "Kleiders Custom Renderer" at Workspace -> Workspace Settings -> External APIs
Players will now need to use the mod "https://www.curseforge.com/minecraft/mc-mods/kleiders-custom-renderer-a…" in order to play the mod, as this a dependency!
Also available on modrinth! https://modrinth.com/mod/kleiders-custom-renderer-api
Procedure Instructions (See image below for a better example)
Then, create a procedure with the global trigger "Kleiders Render Event", add "Obligatory Procedure at the start of RenderEvent".
After that, create the procedure as normal and add a skin or model procedure and put the location of your texture. This will be your modid:textures/entities/name_of_the_texture.png
Synced Player Animation Models for 1.20.1+:
Starting on version 7.0.0 of the plugin, you can now sync models with the player animations and even with animations from PlayerAnimator
In order for this to work, your model has to have the ALL of the following folders with those EXACT names: "Head" "LeftArm" "LeftLeg" "RightLeg" "RightArm" "Body", and you have to use the specific procedure for copying player animations, for a better guide use this Video Tutorial
If your model doesn't match the player size, use "(1.18+) Add model %1 to PLAYER with texture %2 Hide base model: %3 (No Player Animations)" instead
Use this BBModel as a base if you want the animations to look right (If your model has pieces that should not follow any of the predifined shapes, you can make it a separate group; The base cubes are just for guidance, you should delete them after you finish your model. The groups only need to exist, they don't need anything inside if you don't need anything inside)
Models for 1.16.5:
If you select a model, it will need to follow this formatting: "<EntityModel>Renderer.Model<model_name>
To check the model name, check what it says on model on your entity, like so:
In this case the <model_name> would be elite_swordsman
In 1.16.5, you need to have an entity that has that model on it in order for it to work. In 1.18.2+ this is not neccesary
FOR PLAYER MODEL AND TEXTURE CHANGES: THIS PLUGIN/MOD CURRENTLY SYNCS AUTOMATICALLY WHEN THE CONDITION OF THE PROCEDURE IS A PLAYER VARIABLE. FOR PLAYERS USE PLAYER VARIABLES
FOR ENTITIES: IF YOU HAPPEN TO WANT TO MODIFY THE MODEL OR TEXTURE OF AN ENTITY INSTEAD OF A PLAYER, I RECOMMEND USING ITEMS IN ARMOR SLOTS AND NBT DATA RELATED TO THOSE ITEMS
WARNING: DO NOT USE ANY PROCEDURE THAT AREN'T CONDITIONS OR PART OF THE PLUGIN. DOING THINS LIKE SPAWNING ENTITIES, SETTING NBTS OR ANYTHING ELSE INSIDE "RenderEvent" WILL CRASH THE GAME
Features:
Adds multiple procedure blocks, for changing the model, the player size, and others
IN 1.20.1/1.20.4 STARTING ON VERSION 7.1.0 OF THE PLUGIN, THERE IS ALSO A PLAYER MODEL IMPLEMENTATION THAT SYNCS WITH PLAYER ANIMATIONS, FOR MORE INFORMACTION CHECK OUT THIS VIDEO TUTORIAL
IN 1.18.2, TO SELECT A MODEL ALL YOU HAVE TO DO IS PUT THE MODEL NAME
PICTURE FROM BELOW ARE FROM 1.16.5 VERSION
This plugin also includes options to change the player hitbox size. This has it's own event and set of procedures. In order to actually change the player hitbox, you need to use the "Trigger Size Event for Player" procedure on whatever your change reason is. Check the Video Tutorial for a better explanation
Player Size Procedures Tutorial (Does not require the API to be enabled)
Video Tutorial
Changelog:
V7.4.0:
Corrected issues with posestack procedures, added 1.21.1 Support
V7.3.3:
Fixed an issue with synced variables merging with other players
V7.3.0:
Fixed an issue with synced model animation that caused them to be slightly offset, added PoseStack procedures
V7.2.0:
Added a procedure option that syncs with player animations under the right conditions on 1.20.6 NeoForge. Fixed entities not being having animations if you cancelled any other base model, and various other bugs
V7.1.0:
Added a procedure option that syncs with player animations under the right conditions on 1.20.4 NeoForge. Fixed entities not being rendered if you cancelled any other base model
V7.0.2:
Fixed an issue with hide player model piece
V7.0.1:
Minor version to clarify what procedures are 1.20.1 ONLY for now
V7.0.0:
Added a procedure option that syncs with player animations under the right conditions; Only for 1.20.1 for now.
V6.4.0:
Added support for 1.20.6 NeoForge
V6.3.2:
Fixed Variables for 1.20.4 NeoForge
V6.3.1:
Fixed Gradle for 1.20.4 NeoForge
V6.3.0
Added "Size Event", and set Size procedures, for changing entities hitbox
V6.2.5:
Added player variables syncing on 1.20.4 NeoForge. Added support from MCreator 2024.2
V6.2.4:
Fixed an issue that caused crashes when hide base model = true
V6.2.1:
Fixed an issue with variables on 1.20.4
V6.2.0:
Added support for NeoForge 1.20.4
V6.0.0:
The plugin now has synced multiplayer features with player variables
V5.5.1:
Fixed an issue with a test procedure being kept in the library on 1.20.1
V5.5.0:
Updated for 1.19.4 and 1.20.1 support.
V5.4.0:
Added transparency to model procedures (if the texture has transparency) and added the option to hide the base model on texture change procedure.
Moved all procedures to KleidersCustomRenderer tab
V5.2.5:
Fixed an issue with using the mod serverside
V5.2.0:
Fixed an issue that prevented texture procedures from working in 1.18.2 and 1.19.2
V5.0.1:
Separated 1.18+ procedures from 1.16.5 procedures, and added suport for 1.18.2 and 1.19.2
V4.0.5:
Added the ability to change entities textures and models; The mod has been rebranded to "Kleiders Custom Renderer" make sure to change dependencies accordignly.
V3.4.0:
You can now replace partial parts of the internal skin by having the skin only on those parts; Previously, the player would become invisible if it was missing parts of the skin
V3.3.0:
Fixed an issue that prevented skins from loading properly
V3.1.0:
Fixed a bug that prevented multiple layers/models from working at the same time
V3.0.0:
Added Custom Model Support
V2.1.0:
Fixed an issue that caused the plugin to crash on dedicated servers
V2.0.0: Added:
Both Internal texture and external layer with player skin: [Texture]
Only Internal texture with player skin: [Texture]
Only external layer with player skin: [Texture]
V1.0.0 Upgraded everything! Remember to enable "Kleiders Player Renderer" at Workspace -> Workspace Settings -> External APIs
Comments
It is compatible actually. All you need to do is download the creator's other plugin he made, the 1.16.5 port. That way, when you put the plugin into the download folder, it readds 1.16.5. Of course, create a backup of your mod before you go into anything like that.
So, I know I just asked a question and realized the answer, but I have another. I am trying to basically make an artificial animated player skin texture whenever a player gets a potion effect. My method is basically to change the skin every few ticks to the next texture in the animation. The textures are named 1, 2 3 etc. all the way to 47 (hence why the procedure repeats 26 times). When I try to save this procedure, however, it gives me errors. The errors stop when I take out the wait 20 ticks loop, but then when I run it, It just renders all the textures at the same time. I think it is due to the fact that the whole procedure is continuously being activated while I have a potion active, therefore constantly restarting the loop and therefore constantly displaying all the textures. Is there a way for me to convert the whole procedure to more of an impulse rather than something that continuously is in effect?
https://imgur.com/a/1o5yFbR (picture of the procedure)
Kleiders confirmed that this mod most likely does not pair with GeckoLib animating. Some coding would probably be needed, which I'm terrible at, so if anyone happens to come up with a way to do this, please share! Likewise, if somehow I figure it out, I will tell people how to do it!
can we get a 1.19 version soon?