3D Helmet rotation point

Started by TheWarners on

Topic category: Help with MCreator software

Joined Dec 2016
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • MCreator plugins:
  • Comments:
3D Helmet rotation point
Tue, 03/03/2020 - 00:28 (edited)

So I'm trying to make smaller-than-normal armor for a player or NPC scaled with either Custom NPCs or MorePlayerModels, and while I got most of it to work, I still can't get the 3d Helmets to render properly.

I HAVE figured out a way to get the helmet itself to render in the place I want it to, which was by using GL11 to translate it down and then moving the rotation point. The problem with that method is that it also translates the held item and the MorePlayerModels face parts downwards as well, even if I put it in a matrix.

Basically, I need to know if there's any way to get a helmet model to render at the altitude of 12 in Tabula, with -6 Y offset.

I've tried to move the model in tabula, but if I do that, it appears at the same height that the default head would be at, so what I'm basically asking is:

1. Is there a way to move the helmet's rotation point WITHOUT having to use GL11 to translate it? Or...

2. Is there a way to translate the model downwards without affecting the MorePlayerModels face parts and the held item in the main hand? I will post screenshots as soon as I make some.

What I want it to look like.
How I want the armor to look.
The size of the player that I want the armor to fit. The head size is 6x6x6, the Y offset is -6 and the Y coord should be 12.
The size of the player model I want the armor to fit. Head size is 6x6x6 and the Y coord of the head is 12, with Y offset -6.

s
How the face parts and held item look when using the NPC-scaled armor which used GL11 translation

 

Edited by TheWarners on Tue, 03/03/2020 - 00:28