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:
7446
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

Hello, all I want is to change the player's model size and hitbox size (and eyepos height), and not change their texture. Can this plugin do this? Thanks.

Now that I have figured things out, I have one suggestion: For rendering skin layers add an option to disable/enable certain things like #1 rendering the item in the player's hand on that extra layer. #2 rendering the nametag of the player on the added layer. #3 rendering the armor of the player on that added layer. (Could make a logic option in the block for all 3 of these or something)

I've Been having issues where adding layers stacks up all 3 of those elements creating some weird visual issues around transparency when many layers are stacked up, im sure this suggestion will help other people too if implemented.

what does "hide player model piece" do? nothing shows up in the menu and I don't see anything about it anywhere else so it's completely useless?

Ello, Ive been having some compatibility issues with geckolib, in case there's an easy fix id like you to know about this.

(SPECIFICALLY) I have 2 extremely intensive mods which im working on, one uses geckolib as it adds handheld items with their own animations, the other involves player appearance.

The issues I have been having are: #1 When holding an item in a world with geckolib also loaded it scrambles up the layers ocassionally.

#2 When this system is loaded with geckolib any geckolib based item being held in the hands is doubled slightly from my experience.

These are relatively small issues, it works well aside from these, but I'd like to let you know in case you can fix them as it would help me a ton.

In general having more compatibility would let me finish 2 very big projects

Edit: I temporarily retract this statement as I havent been experiencing any of these bugs after doing it with a new installation with only your mod, geckolib, and my 2 mods.

The doubled item still exists but this is related to the fact that it is rendering it both with thick and thin arms when the model is different from the base model of the player.

To clarify for another comment: Can you add a block to grab other player's texture: I want to make a clone like entity but i cant grab players textures.

Can you add a tutorial for PoseStacks? I'm not sure how to use them