Nerdy's Custom Entity Models

Supported MCreator versions
2025.3
Tags / plugin type
Global triggers
Java plugin
Mod elements
Procedures
NerdysCEM
Downloads:
45
Upvotes: 7
About the plugin

Nerdy’s Custom Entity Models gives you full control over player and entity rendering, letting you replace or modify what gets drawn on the screen. From custom first-person hand models to fully dynamic player skins, this plugin opens the door to all kinds of creative visual magic.


This is a java plugin and requires java plugins to be enabled

 


 

Before getting started working with your rendering logic, you will need to understand the four main concepts this plugin revolves around



Texture Location and Model variables

This plugin adds two new variable types to MCreator, Texture Location and Model.


Model variables can be used to render custom java models on entities with regular animations set to the model itself, while texture variables are used for all types of rendering. All global triggers in this plugin provide models and textures, which correspond to the model and texture of the entity/player being rendered.


To make the most optimal use of them, these variables can be cached as global variables to be reused. This will help reduce the performance impact of your mod as they will not need to be initialized every time your models are drawn.


Models must be cached using the "After model registration" global trigger when initially loading the mod, but afterwards they can be cached using other events so long as the code runs client-side.

 

Humanoid models

Humanoid models can be created using the new mod element added by this plugin.


These are a type of model that is automatically cached, and can follow the player model's rotations by assigning model parts to certain groups that correspond to parts of the player.


 

Rendering custom models on entities

Custom models being rendered on non-player entities should be rendered using the "On entity rendered" global trigger.


You can also render the entity's original model with a different texture or render type using the dependencies provided, for which case you will need to hide the base model of the entity so as not to have them overlap.

 

Rendering custom arm models in first person

Custom first person arm models can be rendered using the "On arm rendering" global trigger. The same principles of entity rendering apply here. You can either render a copy of the vanilla player arm, or the arm of a humanoid model mod element.

 

Rendering custom models on players

Custom skins or humanoid models must be rendered using the "On player rendering" global trigger. You should absolutely not render models on the player during the "On entity rendering" global trigger.

It is best to avoid cancelling this event as that would mean none of the player's model layers will appear anymore. If you really must hide the base player model, you can do so by disabling its model parts to make it disappear.


It is also possible to apply cape physics to a rendered humanoid model's parts by using this procedure block right before the rendering process of the model.

 

Changelog

v1.0
-Plugin release
License
MIT License

Plugin downloads
Nerdy's Custom Entity Models v1.0 (MCreator 2025.3 ONLY) - nerdys_custom_entity_models_1.zip Uploaded on: 11/06/2025 - 12:32   File size: 77.55 KB

Comments

Amazing work! Is it client side only, or does it support multiplayer?

you can use player variables / synced entity data / attributes / the network packets plugin to make this work with multiplayer. so long as the if checks you do in the rendering work on both server and client, it works in multiplayer.

No way, I needed this for so long. Finally, a way to change the textures one vanilla mob without changing the texture of every single mob of that type.