1.15 Mcreator (2020) Mob Sitting

Started by gustavowizard123 on

Topic category: Help with modding (Java Edition)

Last seen on 19:53, 2. Jun 2021
Joined Sep 2016
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1.15 Mcreator (2020) Mob Sitting

hey guys im stuck on another code part here, important one; making the tamed mob to sit (the model sit), i cant figger it out the part marked on the code below:

private void setRotation(ModelRenderer model, float x, float y, float z) {
			model.rotateAngleX = x;
			model.rotateAngleY = y;
			model.rotateAngleZ = z;
		}

		
			// SITTING CODE

		

		public void setLivingAnimations(T entityIn, float limbSwing, float limbSwingAmount, float partialTick) {
        
        	if (entityIn.isSitting()) {       <---------------- THIS PART
        
            this.Head.setRotationPoint(0.5F, 17F, -1F);
			this.Body.setRotationPoint(0F, 18.5F, -0.5F);
			this.Body.rotateAngleX = 0.5235988F;
			this.ArmL.setRotationPoint(2F, 17.5F, -1F);
			this.ArmL.rotateAngleX = - 0.6108652F;
			this.ArmR.setRotationPoint(-1F, 17.5F, -1F);
			this.ArmR.rotateAngleX = - 0.6108652F;
			this.TailBase.setRotationPoint(0.5F, 21F, 4F);
			this.TailTip.setRotationPoint(0.5F, 21F, 4F);
			this.Face.setRotationPoint(0.5F, 17F, -1F);
			this.EarL.setRotationPoint(0.5F, 17F, -1F);
			this.EarR.setRotationPoint(0.5F, 17F, -1F);
			this.Nose.setRotationPoint(0.5F, 17F, -1F);

			this.UpLeg1.setRotationPoint(-1F, 23F, 3F);
			this.UpLeg1.rotateAngleX = - 1.396263F;
			this.DownLeg1.setRotationPoint(-0.9F, 20F, -1F);
			this.DownLeg1.rotateAngleX = 1.570796F;
			this.Foot1.setRotationPoint(-1F, 23.5F, -7F);
			this.Foot1.rotateAngleX = 1.919862F;
			this.UpLeg2.setRotationPoint(2F, 23F, 3F);
			this.UpLeg2.rotateAngleX = - 1.396263F;
			this.DownLeg2.setRotationPoint(1.9F, 27F, 1F);
			this.DownLeg2.rotateAngleX = - 1.570796F;
			this.Foot2.setRotationPoint(2F, 23.5F, -7F);
			this.Foot2.rotateAngleX = 1.919862F;
			
        }
        
        else
        
        {
			this.Head.setRotationPoint(0.5F, 15F, -1F);
			this.Body.setRotationPoint(0F, 16.5F, -0.5F);
			this.Body.rotateAngleX = 1.047198F;
			this.ArmL.setRotationPoint(2F, 15.5F, -1F);
			this.ArmL.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount  -0.3490659F;
			this.ArmR.setRotationPoint(-1F, 15.5F, -1F);
			this.ArmR.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount  -0.3490659F;
			this.TailBase.setRotationPoint(0.5F, 17F, 5F);
			this.TailTip.setRotationPoint(0.5F, 17F, 5F);
			this.Face.setRotationPoint(0.5F, 15F, -1F);
			this.EarL.setRotationPoint(0.5F, 15F, -1F);
			this.EarR.setRotationPoint(0.5F, 15F, -1F);
			this.Nose.setRotationPoint(0.5F, 15F, -1F);

			this.UpLeg1.setRotationPoint(-1F, 19F, 4.5F);
			this.DownLeg1.setRotationPoint(-1F, 19F, 4.5F);
			this.Foot1.setRotationPoint(-1F, 19F, 4.5F);
			this.UpLeg2.setRotationPoint(2F, 19F, 4.5F);
			this.DownLeg2.setRotationPoint(2F, 19F, 4.5F);
			this.Foot2.setRotationPoint(2F, 19F, 4.5F);

			this.UpLeg1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount - 0.7853982F;
            this.DownLeg1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount + 0.7853982F;
            this.Foot1.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F) * 1.4F * limbSwingAmount;
            this.UpLeg2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount - 0.7853982F;
            this.DownLeg2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount + 0.7853982F;
            this.Foot2.rotateAngleX = MathHelper.cos(limbSwing * 0.6662F + (float) Math.PI) * 1.4F * limbSwingAmount;

        }

    }

		// SITTING CODE END
        
		public void setRotationAngles(Entity entity, float f, float f1, float f2, float f3, float f4) {
		this.Head.rotateAngleY = f3 / (180F / (float) Math.PI);
               this.Head.rotateAngleX = f4 / (180F / (float) Math.PI);

               this.Face.rotateAngleY = f3 / (180F / (float) Math.PI);
               this.Face.rotateAngleX = f4 / (180F / (float) Math.PI);

               this.Nose.rotateAngleY = f3 / (180F / (float) Math.PI);
               this.Nose.rotateAngleX = f4 / (180F / (float) Math.PI) + 0.0872665F;

               this.EarL.rotateAngleY = f3 / (180F / (float) Math.PI) - 0.7853982F;
               this.EarL.rotateAngleX = f4 / (180F / (float) Math.PI);

               this.EarR.rotateAngleY = f3 / (180F / (float) Math.PI) + 0.7853982F;
               this.EarR.rotateAngleX = f4 / (180F / (float) Math.PI);

               this.TailBase.rotateAngleY = f3 / (180F / (float) Math.PI);
               this.TailTip.rotateAngleY = f3 / (180F / (float) Math.PI);

 

apreciate help, thank you!

Last seen on 05:29, 31. Jan 2022
Joined Nov 2019
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haha you don't really need…
Tue, 06/23/2020 - 09:04

haha you don't really need to credit me, i just gave you some tips thats all.

as for sitting or limb movement not working, did it work before? those animations are all in your setLivingAnimations method, maybe its not being called. you're entity's renderer is extending MobRenderer, make sure it calls setLivingAnimations somewhere before it does the actual rendering in doRender. alternatively, you can put all that code in setLivingAnimations into setRotationAngles, that should always be called by vanilla renderers.