Kleiders Custom Renderer (Change the players and mobs models and textures!) + Player Variables always synced in workspace

Supported MCreator versions
2022.2
2022.3
2023.1
2023.2
2023.3
2023.4
2024.1
Tags / plugin type
API support
Global triggers
Procedures
Skin Icon
Downloads:
4076
Upvotes: 84
About the plugin

Forge 1.16.5/1.18.2/1.19.2/1.19.4/1.20.1/1.20.4

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

 

WARNING: MAKE SURE TO USE VERSION 6.2.1 OF THE PLUGIN; VERSION 6.2.0 HAS ISSUES ON 1.20.4

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
Add as a "Additional required mods" the mod id "kleiders_custom_renderer"

Add as a "Additional dependencies" the mod id "kleiders_custom_renderer"

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

 

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

 

Models for 1.18+:


Just import the model, it will need to follow this formatting: "<model_name>"

More images below.

 

Have in mind that you will need to import the skins as "entity" textures.

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 3 procedure blocks, one that loads the renderer, one to choose a skin texture, and another one for models

IN 1.18.2,  TO SELECT A MODEL ALL YOU HAVE TO DO IS PUT THE MODEL NAME
deathman

PICTURES FROM BELOW ARE FROM 1.16.5 VERSION


 


Changelog:

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
Updated to match new Mcreator version - Kleiders Custom Renderer Plugin v6.2.2.zipUploaded on: 04/24/2024 - 21:29   File size: 39.21 KB

Comments

Can there be a way to have certain models render in first person? I was thinking of using this plugin to swap certain parts of a model for an item that would otherwise require thousands of different item states, but the main problem is that none of it would render in first person.

Hey Kleiders, would be really nice to have a way of rendering custom models on built-in entity models, like Humanoid(Biped), cow, spider etc.

Is there a way to finally move models with the player when they're sneaking for an example?

whenever I click to add the plugin to the workspace, it simply ignores it. I click preferences, then manage plugins, load plugin and I click the mod, but it simply closes the file browser tab and ignores it.

would it be possible for you to add a procedure for the emissive layer? (like the eye layer on endermen)
cause im using this to change the texture of a custom mob of mine, but when i change it to a new texture, it doesn't have the eye glow layer anymore.
if you could add this that would be great. ❤️

stupid question, lets say i replace the player model with something, how would i make the animations of that model play? im only familair with geckolib procedures for animations, would those work if i swap the model of the player to a geckolib entity and try to use the geckolib blocks?

I got the error "error: package com.kleiders.kleidersplayerrenderer does not exist
new com.kleiders.kleidersplayerrenderer.ClassicPlayerRenderer(new EntityRendererProvider.Context(dis, mc.getItemRenderer(), mc.getBlockRenderer(), dis.getItemInHandRenderer(), mc.getResourceManager(), mc.getEntityModels(), mc.font)," when using this. Is this is bug in the mod or am i using it wrong

when try compile i get 3 errors with "error with find symbol"

1.20 Support, thanks, it’s good to see the plugin is still in development. Continue the good work !👍

I can't get this to work for the life of me, I have no clue what I'm doing wrong and need help before I lose it lol.

Hello, i wnt to know that can i ues it to change the item's texture when i charging? Just like the vanilla bow.