Kleiders Custom Renderer (Change the players models with animations and hitbox) + Player Variables always synced in workspace

Published by Kleiders on
Supported MCreator versions
2022.2
2022.3
2023.1
2023.2
2023.3
2023.4
2024.1
2024.2
EAP 2024.3.34715
Tags / plugin type
API support
Global triggers
Procedures
Skin Icon
Downloads:
7456
Upvotes: 103
About the plugin

Join us at MCreative to get help with my plugin!

https://discord.com/invite/XHNSGzMsXa

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
deathman

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
 

License
Academic Free License v3.0

Plugin downloads
Added 1.21.1 support, fixed posestack procedures - Kleiders Custom Renderer Plugin v7.4.0.zip Uploaded on: 08/29/2024 - 20:32   File size: 103.49 KB
Last Legacy Version before major changes - Kleiders Custom Renderer Plugin v6.4.0_1.zip Uploaded on: 08/20/2024 - 22:20   File size: 59.73 KB

Comments

Sorry if somebody already asked, must've missed it, but does this plugin work with models that are smaller then the default player model? As in, if I made a model that could fit inside the Steve skin, would you still be able to see him, or would his model disappear completely, leaving only the custom model visible?

is it possible to get skins with a texture size higher than 64x
for example in my case custom eyes that look like that have a lot more detail but still the same size as regular eyes
like this https://imgur.com/a/XQvooJH

Hi, I really like your plugin, when you upgrade to mcreator 2023.2 and forge 1.19.4, there is compatibility with the GeckoLib plugin.

would it be possible to add a feature to this plug-in that lets u anchor the models to a part on the entity, so if u made like a helmet or something like that it would follow the players head when they did an animation, like crouching?

hi, I'm trying to change the player's Model on 1.19, but the only name i can use for model is "deathman"

Hey, you think you can add a procedure block that takes the texture of an existing entity and applies it to the model? I'm trying to make a mod that adds a virus status effect and spawns a fake "you" when it expires, and I want it to look exactly like the player. All I have is the default Steve skin.

I would appreciate it if you can add this. Thanks!

Hello, do you think that in some future the option of adding a procedure block that removes the models can be added? And so the model can be removed if "something" happens.

i downloaded it and it's really cool i added a hair to the player but when he crouches the hair is floating is there a way to fix this?

I downloaded it and it's really cool i added a hair to the player but when he crouches the hair is floating is there a way to fix this?

can you make it work in multiplayer? nobody else can see the render

Could you add an image of that knight model you used for the showcase? I'm a bit confused by how you made it so that the knight kept the players animations

Can you add a way to add animations to the attached models, like .json animations or the .txt Blockbench generates for Java models that are animated?