What's wrong with custom modelled armor?

Started by Fredzik on Tue, 07/14/2020 - 16:46

Topic category: Help with modding (Java Edition)

Last seen on 08:26, 28. Apr 2021
Joined Jun 2018
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
What's wrong with custom modelled armor?
Thu, 07/16/2020 - 16:38 (edited)

Issue description

Hi! Since MCreator added possibility to add animated arms for custom modeled armor I wanted to make one. I started making Samurai Armor. Here's how it looks in Blockbench:

armor render

Model is fine. Every main groups of cubes are meant to be used as player body parts: headwear - helmet, body - chestplate, right/left arm - arms. But I encountered something bad. In the editor model is set to north, should render on player properly (mask on face, chest front on body etc.). But... this is how it looks in Minecraft:

BRUH

MCreator element editor:

editing armor

Edited by Fredzik on Thu, 07/16/2020 - 16:38
Last seen on 17:22, 8. Jun 2021
Joined Nov 2019
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
when you import from…
Tue, 07/14/2020 - 17:16

when you import from blockbench into mcreator, there's always some tweaking required if your model is not a standard biped armor. try moving the arms around in blockbench to see if it moves relatively in mcreator.

also, don't add rotations on the main body part groups, they will get lost.

Last seen on 08:26, 28. Apr 2021
Joined Jun 2018
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
Ok, thank you for the tip
Tue, 07/14/2020 - 17:46

Ok, thank you for the tip

Last seen on 17:22, 8. Jun 2021
Joined Nov 2019
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
if you still can't get the…
Wed, 07/15/2020 - 07:50

if you still can't get the positions correct you can link a pastebin of your model java file here and maybe I or someone can help you

Last seen on 08:26, 28. Apr 2021
Joined Jun 2018
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
Ok, one more thing. How…
Wed, 07/15/2020 - 16:27

Ok, one more thing. How exactly should I do switch the places of groups/cubes? The code is here. If I won't get help I will share it to Pastebin too.

// Made with Blockbench 3.5.4
// Exported for Minecraft version 1.15
// Paste this class into your mod and generate all required imports


public class samurai_armor extends EntityModel<Entity> {
	private final ModelRenderer headwear;
	private final ModelRenderer bone7;
	private final ModelRenderer bone8;
	private final ModelRenderer bone14;
	private final ModelRenderer bone15;
	private final ModelRenderer bone13;
	private final ModelRenderer bone9;
	private final ModelRenderer body;
	private final ModelRenderer chest;
	private final ModelRenderer chest2;
	private final ModelRenderer bone6;
	private final ModelRenderer bone16;
	private final ModelRenderer bone5;
	private final ModelRenderer bone4;
	private final ModelRenderer bone12;
	private final ModelRenderer bone3;
	private final ModelRenderer bone2;
	private final ModelRenderer right_arm;
	private final ModelRenderer arm_right;
	private final ModelRenderer bone11;
	private final ModelRenderer left_arm;
	private final ModelRenderer arm_left;
	private final ModelRenderer bone;

	public samurai_armor() {
		textureWidth = 128;
		textureHeight = 128;

		headwear = new ModelRenderer(this);
		headwear.setRotationPoint(0.0F, 0.0F, 0.0F);
		setRotationAngle(headwear, 0.0F, 3.1416F, 0.0F);
		headwear.setTextureOffset(0, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 3.0F, 8.0F, 0.75F, false);
		headwear.setTextureOffset(24, 0).addBox(-4.5F, -5.25F, 4.5F, 9.0F, 1.0F, 2.0F, 0.0F, false);
		headwear.setTextureOffset(28, 12).addBox(-4.0F, -8.0F, 2.0F, 8.0F, 8.0F, 2.0F, 0.25F, false);

		bone7 = new ModelRenderer(this);
		bone7.setRotationPoint(2.0F, 2.75F, 0.0F);
		headwear.addChild(bone7);
		setRotationAngle(bone7, 0.0F, 0.0F, -0.5236F);
		bone7.setTextureOffset(17, 19).addBox(5.0F, -6.0F, -4.5F, 1.0F, 5.0F, 9.0F, 0.2F, false);

		bone8 = new ModelRenderer(this);
		bone8.setRotationPoint(0.0F, 0.0F, -1.0F);
		bone7.addChild(bone8);
		setRotationAngle(bone8, 0.0F, -0.1745F, 0.0F);
		bone8.setTextureOffset(0, 0).addBox(6.5F, -5.4F, 4.0F, 3.0F, 3.0F, 1.0F, 0.0F, false);

		bone14 = new ModelRenderer(this);
		bone14.setRotationPoint(-2.0F, 2.75F, 0.0F);
		headwear.addChild(bone14);
		setRotationAngle(bone14, 0.0F, 0.0F, 0.5236F);
		bone14.setTextureOffset(17, 19).addBox(-6.0F, -6.0F, -4.5F, 1.0F, 5.0F, 9.0F, 0.2F, true);

		bone15 = new ModelRenderer(this);
		bone15.setRotationPoint(0.0F, 0.0F, -1.0F);
		bone14.addChild(bone15);
		setRotationAngle(bone15, 0.0F, 0.1745F, 0.0F);
		bone15.setTextureOffset(0, 0).addBox(-9.5F, -5.4F, 4.0F, 3.0F, 3.0F, 1.0F, 0.0F, true);

		bone13 = new ModelRenderer(this);
		bone13.setRotationPoint(0.0F, 2.75F, -2.0F);
		headwear.addChild(bone13);
		setRotationAngle(bone13, 1.5708F, 2.0944F, 1.5708F);
		bone13.setTextureOffset(17, 19).addBox(5.0F, -6.0F, -4.5F, 1.0F, 5.0F, 9.0F, 0.2F, false);

		bone9 = new ModelRenderer(this);
		bone9.setRotationPoint(1.5F, -5.25F, 2.8F);
		headwear.addChild(bone9);
		setRotationAngle(bone9, 0.2618F, 0.0F, 0.0F);
		bone9.setTextureOffset(28, 22).addBox(-3.0F, -2.75F, 1.5F, 3.0F, 3.0F, 2.0F, 0.0F, false);
		bone9.setTextureOffset(45, 22).addBox(-6.0F, -5.25F, 3.0F, 9.0F, 5.0F, 0.0F, 0.0F, false);

		body = new ModelRenderer(this);
		body.setRotationPoint(0.0F, 0.0F, 0.0F);
		setRotationAngle(body, 0.0F, 3.1416F, 0.0F);
		body.setTextureOffset(0, 11).addBox(-4.0F, 9.65F, -3.0F, 8.0F, 2.0F, 6.0F, 0.3F, false);

		chest = new ModelRenderer(this);
		chest.setRotationPoint(0.0F, -0.75F, -6.0F);
		body.addChild(chest);
		setRotationAngle(chest, -0.0873F, 3.1416F, 0.0F);
		chest.setTextureOffset(0, 37).addBox(-4.0F, 1.75F, -4.0F, 8.0F, 8.0F, 2.0F, 0.4F, false);

		chest2 = new ModelRenderer(this);
		chest2.setRotationPoint(0.0F, -0.75F, 0.0F);
		body.addChild(chest2);
		setRotationAngle(chest2, -0.0873F, 0.0F, 0.0F);
		chest2.setTextureOffset(24, 33).addBox(-4.0F, 1.75F, 2.0F, 8.0F, 8.0F, 2.0F, 0.4F, false);

		bone6 = new ModelRenderer(this);
		bone6.setRotationPoint(3.15F, 18.8F, -5.6F);
		body.addChild(bone6);
		setRotationAngle(bone6, 0.0F, 0.0F, -0.6981F);
		bone6.setTextureOffset(37, 22).addBox(4.0F, -4.8F, 2.6F, 1.0F, 4.0F, 6.0F, 0.0F, false);
		bone6.setTextureOffset(0, 47).addBox(3.0F, -1.8F, 2.6F, 1.0F, 3.0F, 6.0F, 0.0F, false);
		bone6.setTextureOffset(45, 27).addBox(2.0F, 0.2F, 2.6F, 1.0F, 3.0F, 6.0F, 0.0F, false);

		bone16 = new ModelRenderer(this);
		bone16.setRotationPoint(-3.15F, 18.8F, -5.6F);
		body.addChild(bone16);
		setRotationAngle(bone16, 0.0F, 0.0F, 0.6981F);
		bone16.setTextureOffset(37, 22).addBox(-5.0F, -4.8F, 2.6F, 1.0F, 4.0F, 6.0F, 0.0F, true);
		bone16.setTextureOffset(0, 47).addBox(-4.0F, -1.8F, 2.6F, 1.0F, 3.0F, 6.0F, 0.0F, true);
		bone16.setTextureOffset(45, 27).addBox(-3.0F, 0.2F, 2.6F, 1.0F, 3.0F, 6.0F, 0.0F, true);

		bone5 = new ModelRenderer(this);
		bone5.setRotationPoint(0.0F, 17.8F, 1.85F);
		body.addChild(bone5);
		setRotationAngle(bone5, -0.5236F, 0.0F, 0.0F);
		bone5.setTextureOffset(40, 3).addBox(-4.0F, -3.0F, -7.1F, 8.0F, 5.0F, 1.0F, 0.0F, false);
		bone5.setTextureOffset(46, 36).addBox(-4.0F, 1.0F, -6.1F, 8.0F, 4.0F, 1.0F, 0.0F, false);

		bone4 = new ModelRenderer(this);
		bone4.setRotationPoint(0.0F, 14.4F, 3.85F);
		body.addChild(bone4);
		setRotationAngle(bone4, 0.6109F, 0.0F, 0.0F);
		bone4.setTextureOffset(48, 48).addBox(-4.0F, -3.0F, -0.1F, 8.0F, 4.0F, 1.0F, 0.0F, false);
		bone4.setTextureOffset(48, 9).addBox(-3.5F, 0.0F, -1.1F, 7.0F, 4.0F, 1.0F, 0.0F, false);
		bone4.setTextureOffset(48, 14).addBox(-3.5F, 3.0F, -2.1F, 7.0F, 3.0F, 1.0F, 0.0F, false);

		bone12 = new ModelRenderer(this);
		bone12.setRotationPoint(-3.0F, 13.0F, 1.75F);
		body.addChild(bone12);
		setRotationAngle(bone12, 0.0873F, 0.0873F, -0.4363F);
		bone12.setTextureOffset(44, 0).addBox(-2.5F, -2.25F, 2.5F, 6.0F, 2.0F, 0.0F, 0.0F, true);

		bone3 = new ModelRenderer(this);
		bone3.setRotationPoint(3.0F, 13.0F, 1.75F);
		body.addChild(bone3);
		setRotationAngle(bone3, 0.0873F, -0.0873F, 0.4363F);
		bone3.setTextureOffset(44, 0).addBox(-3.0F, -2.0F, 2.4673F, 6.0F, 2.0F, 0.0F, 0.0F, false);

		bone2 = new ModelRenderer(this);
		bone2.setRotationPoint(3.0F, -2.0F, -0.25F);
		body.addChild(bone2);
		setRotationAngle(bone2, 0.0F, 0.0F, 0.0873F);
		bone2.setTextureOffset(0, 4).addBox(-2.75F, 11.85F, 3.0F, 2.0F, 2.0F, 1.0F, 0.5F, false);

		right_arm = new ModelRenderer(this);
		right_arm.setRotationPoint(5.0F, 2.0F, -1.0F);
		right_arm.setTextureOffset(32, 45).addBox(-13.0F, -1.8F, -1.0F, 4.0F, 4.0F, 4.0F, 0.5F, true);
		right_arm.setTextureOffset(16, 43).addBox(-13.0F, 4.0F, -1.0F, 4.0F, 4.0F, 4.0F, 0.1F, true);

		arm_right = new ModelRenderer(this);
		arm_right.setRotationPoint(-3.0F, -12.4F, 0.0F);
		right_arm.addChild(arm_right);
		setRotationAngle(arm_right, 0.0F, 0.0F, -0.9599F);
		arm_right.setTextureOffset(0, 19).addBox(-18.0F, -3.0F, -3.0F, 5.0F, 1.0F, 8.0F, 0.0F, true);
		arm_right.setTextureOffset(36, 36).addBox(-14.0F, -4.0F, -3.0F, 1.0F, 1.0F, 8.0F, 0.0F, true);
		arm_right.setTextureOffset(0, 28).addBox(-20.0F, -2.0F, -3.0F, 4.0F, 1.0F, 8.0F, 0.0F, true);
		arm_right.setTextureOffset(24, 3).addBox(-22.0F, -1.0F, -3.0F, 4.0F, 1.0F, 8.0F, 0.0F, true);

		bone11 = new ModelRenderer(this);
		bone11.setRotationPoint(0.0F, 0.0F, 0.0F);
		right_arm.addChild(bone11);
		setRotationAngle(bone11, 0.0F, 0.0F, -0.0873F);
		bone11.setTextureOffset(14, 51).addBox(-14.25F, 2.9F, -1.0F, 2.0F, 5.0F, 4.0F, 0.25F, true);

		left_arm = new ModelRenderer(this);
		left_arm.setRotationPoint(-5.0F, 2.0F, -1.0F);
		left_arm.setTextureOffset(32, 45).addBox(9.0F, -1.8F, -1.0F, 4.0F, 4.0F, 4.0F, 0.5F, false);
		left_arm.setTextureOffset(16, 43).addBox(9.0F, 4.0F, -1.0F, 4.0F, 4.0F, 4.0F, 0.1F, false);

		arm_left = new ModelRenderer(this);
		arm_left.setRotationPoint(3.0F, -12.4F, 0.0F);
		left_arm.addChild(arm_left);
		setRotationAngle(arm_left, 0.0F, 0.0F, 0.9599F);
		arm_left.setTextureOffset(0, 19).addBox(13.0F, -3.0F, -3.0F, 5.0F, 1.0F, 8.0F, 0.0F, false);
		arm_left.setTextureOffset(36, 36).addBox(13.0F, -4.0F, -3.0F, 1.0F, 1.0F, 8.0F, 0.0F, false);
		arm_left.setTextureOffset(0, 28).addBox(16.0F, -2.0F, -3.0F, 4.0F, 1.0F, 8.0F, 0.0F, false);
		arm_left.setTextureOffset(24, 3).addBox(18.0F, -1.0F, -3.0F, 4.0F, 1.0F, 8.0F, 0.0F, false);

		bone = new ModelRenderer(this);
		bone.setRotationPoint(0.0F, 0.0F, 0.0F);
		left_arm.addChild(bone);
		setRotationAngle(bone, 0.0F, 0.0F, 0.0873F);
		bone.setTextureOffset(14, 51).addBox(12.25F, 2.9F, -1.0F, 2.0F, 5.0F, 4.0F, 0.25F, false);
	}

	@Override
	public void setRotationAngles(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch){
		//previously the render function, render code was moved to a method below
	}

	@Override
	public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){
		headwear.render(matrixStack, buffer, packedLight, packedOverlay);
		body.render(matrixStack, buffer, packedLight, packedOverlay);
		right_arm.render(matrixStack, buffer, packedLight, packedOverlay);
		left_arm.render(matrixStack, buffer, packedLight, packedOverlay);
	}

	public void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z) {
		modelRenderer.rotateAngleX = x;
		modelRenderer.rotateAngleY = y;
		modelRenderer.rotateAngleZ = z;
	}
}

 

Last seen on 17:22, 8. Jun 2021
Joined Nov 2019
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
without importing and…
Wed, 07/15/2020 - 19:12

without importing and testing your model without any textures, i can see that you added -180 degrees rotation to the helmet and body, and the arms are inverted. you'll need to redo those parts without rotations.

Last seen on 08:26, 28. Apr 2021
Joined Jun 2018
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
Ok, thanks for the info
Wed, 07/15/2020 - 19:29

Ok, thanks for the info

Last seen on 08:26, 28. Apr 2021
Joined Jun 2018
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
Well, everything is fine…
Wed, 07/15/2020 - 19:52

Well, everything is fine except one thing... Arms are still rendering wrong - one arm is not showing at all and one is still far away from player model

Last seen on 17:22, 8. Jun 2021
Joined Nov 2019
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
the pivot points of your…
Thu, 07/16/2020 - 01:08

the pivot points of your arms are inverted. left arm pivot point is attached to the right side, right arm pivot point attached to the left side.

Last seen on 08:26, 28. Apr 2021
Joined Jun 2018
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
ok
Thu, 07/16/2020 - 08:11

ok

Last seen on 08:26, 28. Apr 2021
Joined Jun 2018
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
Thx, changed pivot points…
Thu, 07/16/2020 - 08:24

Thx, changed pivot points and it worked. But one arm is still not showing up

Here's the code of the remade model:

public class samurai_armor extends EntityModel<Entity> {
	private final ModelRenderer headwear;
	private final ModelRenderer bone7;
	private final ModelRenderer bone8;
	private final ModelRenderer bone10;
	private final ModelRenderer bone14;
	private final ModelRenderer bone15;
	private final ModelRenderer bone13;
	private final ModelRenderer bone9;
	private final ModelRenderer body;
	private final ModelRenderer chest;
	private final ModelRenderer chest2;
	private final ModelRenderer bone6;
	private final ModelRenderer bone16;
	private final ModelRenderer bone5;
	private final ModelRenderer bone4;
	private final ModelRenderer bone12;
	private final ModelRenderer bone3;
	private final ModelRenderer bone2;
	private final ModelRenderer left_arm;
	private final ModelRenderer arm_left;
	private final ModelRenderer bone11;
	private final ModelRenderer right_arm;
	private final ModelRenderer arm_right;
	private final ModelRenderer bone17;

	public samurai_armor() {
		textureWidth = 128;
		textureHeight = 128;

		headwear = new ModelRenderer(this);
		headwear.setRotationPoint(0.0F, 0.0F, 0.0F);
		headwear.setTextureOffset(0, 0).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 3.0F, 8.0F, 0.75F, false);
		headwear.setTextureOffset(24, 0).addBox(-4.5F, -5.25F, -6.5F, 9.0F, 1.0F, 2.0F, 0.0F, false);
		headwear.setTextureOffset(28, 12).addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 2.0F, 0.25F, false);

		bone7 = new ModelRenderer(this);
		bone7.setRotationPoint(2.0F, 2.75F, 0.0F);
		headwear.addChild(bone7);
		setRotationAngle(bone7, 0.0F, 0.0F, -0.5236F);
		bone7.setTextureOffset(17, 19).addBox(5.0F, -6.0F, -4.5F, 1.0F, 5.0F, 9.0F, 0.2F, false);

		bone8 = new ModelRenderer(this);
		bone8.setRotationPoint(0.0F, 0.0F, 1.0F);
		bone7.addChild(bone8);
		setRotationAngle(bone8, 0.0F, 0.2618F, 0.0F);
		bone8.setTextureOffset(0, 0).addBox(7.0F, -5.75F, -4.5F, 3.0F, 3.0F, 1.0F, 0.0F, false);

		bone10 = new ModelRenderer(this);
		bone10.setRotationPoint(-4.0F, 0.0F, 1.0F);
		bone7.addChild(bone10);
		setRotationAngle(bone10, 0.0F, -0.2618F, 1.1345F);
		bone10.setTextureOffset(0, 0).addBox(-12.0F, -6.25F, -4.0F, 3.0F, 3.0F, 1.0F, 0.0F, true);

		bone14 = new ModelRenderer(this);
		bone14.setRotationPoint(-2.0F, 2.75F, 0.0F);
		headwear.addChild(bone14);
		setRotationAngle(bone14, 0.0F, 0.0F, 0.5236F);
		bone14.setTextureOffset(17, 19).addBox(-6.0F, -6.0F, -4.5F, 1.0F, 5.0F, 9.0F, 0.2F, true);

		bone15 = new ModelRenderer(this);
		bone15.setRotationPoint(0.0F, 0.0F, -1.0F);
		bone14.addChild(bone15);
		setRotationAngle(bone15, 0.0F, 0.1745F, 0.0F);
		

		bone13 = new ModelRenderer(this);
		bone13.setRotationPoint(0.0F, 2.75F, 13.0F);
		headwear.addChild(bone13);
		setRotationAngle(bone13, -1.5708F, 2.0944F, -1.5708F);
		bone13.setTextureOffset(17, 19).addBox(3.567F, -11.5F, -4.5F, 1.0F, 5.0F, 9.0F, 0.2F, true);

		bone9 = new ModelRenderer(this);
		bone9.setRotationPoint(1.5F, -5.25F, -2.8F);
		headwear.addChild(bone9);
		setRotationAngle(bone9, -0.2618F, 0.0F, 0.0F);
		bone9.setTextureOffset(28, 22).addBox(-3.0F, -2.75F, -3.5F, 3.0F, 3.0F, 2.0F, 0.0F, false);
		bone9.setTextureOffset(45, 22).addBox(-6.0F, -5.25F, -3.0F, 9.0F, 5.0F, 0.0F, 0.0F, false);

		body = new ModelRenderer(this);
		body.setRotationPoint(0.0F, 0.0F, 0.0F);
		body.setTextureOffset(0, 11).addBox(-4.0F, 9.4F, -3.0F, 8.0F, 2.0F, 6.0F, 0.3F, false);

		chest = new ModelRenderer(this);
		chest.setRotationPoint(0.0F, -0.75F, -6.0F);
		body.addChild(chest);
		setRotationAngle(chest, -0.0873F, 3.1416F, 0.0F);
		chest.setTextureOffset(0, 37).addBox(-4.0F, 1.75F, -4.0F, 8.0F, 8.0F, 2.0F, 0.4F, false);

		chest2 = new ModelRenderer(this);
		chest2.setRotationPoint(0.0F, -0.75F, 0.0F);
		body.addChild(chest2);
		setRotationAngle(chest2, -0.0873F, 0.0F, 0.0F);
		chest2.setTextureOffset(24, 33).addBox(-4.0F, 1.0F, 2.0F, 8.0F, 8.0F, 2.0F, 0.4F, false);

		bone6 = new ModelRenderer(this);
		bone6.setRotationPoint(3.15F, 17.8F, -5.6F);
		body.addChild(bone6);
		setRotationAngle(bone6, 0.0F, 0.0F, -0.6981F);
		bone6.setTextureOffset(37, 22).addBox(4.0F, -4.8F, 2.6F, 1.0F, 4.0F, 6.0F, 0.0F, false);
		bone6.setTextureOffset(0, 47).addBox(3.0F, -1.8F, 2.6F, 1.0F, 3.0F, 6.0F, 0.0F, false);
		bone6.setTextureOffset(45, 27).addBox(2.0F, 0.2F, 2.6F, 1.0F, 3.0F, 6.0F, 0.0F, false);

		bone16 = new ModelRenderer(this);
		bone16.setRotationPoint(-3.15F, 18.8F, -5.6F);
		body.addChild(bone16);
		setRotationAngle(bone16, 0.0F, 0.0F, 0.6981F);
		bone16.setTextureOffset(37, 22).addBox(-5.6428F, -5.5661F, 2.6F, 1.0F, 4.0F, 6.0F, 0.0F, true);
		bone16.setTextureOffset(0, 47).addBox(-4.6428F, -2.5661F, 2.6F, 1.0F, 3.0F, 6.0F, 0.0F, true);
		bone16.setTextureOffset(45, 27).addBox(-3.6428F, -0.5661F, 2.6F, 1.0F, 3.0F, 6.0F, 0.0F, true);

		bone5 = new ModelRenderer(this);
		bone5.setRotationPoint(0.0F, 17.8F, -1.85F);
		body.addChild(bone5);
		setRotationAngle(bone5, 0.5236F, 0.0F, 0.0F);
		bone5.setTextureOffset(40, 3).addBox(-4.0F, -3.0F, 6.1F, 8.0F, 5.0F, 1.0F, 0.0F, false);
		bone5.setTextureOffset(46, 36).addBox(-4.0F, 1.0F, 5.1F, 8.0F, 4.0F, 1.0F, 0.0F, false);

		bone4 = new ModelRenderer(this);
		bone4.setRotationPoint(0.0F, 14.4F, -3.85F);
		body.addChild(bone4);
		setRotationAngle(bone4, -0.6109F, 0.0F, 0.0F);
		bone4.setTextureOffset(48, 48).addBox(-4.0F, -3.0F, -0.9F, 8.0F, 4.0F, 1.0F, 0.0F, false);
		bone4.setTextureOffset(48, 9).addBox(-3.5F, 0.0F, 0.1F, 7.0F, 4.0F, 1.0F, 0.0F, false);
		bone4.setTextureOffset(48, 14).addBox(-3.5F, 3.0F, 1.1F, 7.0F, 3.0F, 1.0F, 0.0F, false);

		bone12 = new ModelRenderer(this);
		bone12.setRotationPoint(-3.0F, 13.0F, 1.75F);
		body.addChild(bone12);
		setRotationAngle(bone12, 0.0873F, 0.0F, -0.4363F);
		bone12.setTextureOffset(44, 0).addBox(-2.25F, -3.0F, -5.5F, 6.0F, 2.0F, 0.0F, 0.0F, true);

		bone3 = new ModelRenderer(this);
		bone3.setRotationPoint(3.0F, 13.0F, 1.75F);
		body.addChild(bone3);
		setRotationAngle(bone3, 0.0873F, 0.0872F, 0.4363F);
		bone3.setTextureOffset(44, 0).addBox(-3.0F, -3.0F, -5.9673F, 6.0F, 2.0F, 0.0F, 0.0F, false);

		bone2 = new ModelRenderer(this);
		bone2.setRotationPoint(3.0F, -2.0F, -0.25F);
		body.addChild(bone2);
		setRotationAngle(bone2, 0.0F, 0.0F, 0.0873F);
		bone2.setTextureOffset(0, 4).addBox(-2.7499F, 11.85F, -4.0F, 2.0F, 2.0F, 1.0F, 0.5F, false);

		left_arm = new ModelRenderer(this);
		left_arm.setRotationPoint(5.0F, 2.55F, 0.0F);
		left_arm.setTextureOffset(32, 45).addBox(-1.0F, -2.35F, -2.0F, 4.0F, 4.0F, 4.0F, 0.5F, false);
		left_arm.setTextureOffset(16, 43).addBox(-1.0F, 3.45F, -2.0F, 4.0F, 4.0F, 4.0F, 0.1F, false);

		arm_left = new ModelRenderer(this);
		arm_left.setRotationPoint(-7.0F, -12.95F, -1.0F);
		left_arm.addChild(arm_left);
		setRotationAngle(arm_left, 0.0F, 0.0F, 0.9599F);
		arm_left.setTextureOffset(0, 19).addBox(13.0F, -3.0F, -3.0F, 5.0F, 1.0F, 8.0F, 0.0F, false);
		arm_left.setTextureOffset(36, 36).addBox(13.0F, -4.0F, -3.0F, 1.0F, 1.0F, 8.0F, 0.0F, false);
		arm_left.setTextureOffset(0, 28).addBox(16.0F, -2.0F, -3.0F, 4.0F, 1.0F, 8.0F, 0.0F, false);
		arm_left.setTextureOffset(24, 3).addBox(18.0F, -1.0F, -3.0F, 4.0F, 1.0F, 8.0F, 0.0F, false);

		bone11 = new ModelRenderer(this);
		bone11.setRotationPoint(-10.0F, -0.55F, -1.0F);
		left_arm.addChild(bone11);
		setRotationAngle(bone11, 0.0F, 0.0F, 0.0873F);
		bone11.setTextureOffset(14, 51).addBox(12.25F, 2.9F, -1.0F, 2.0F, 5.0F, 4.0F, 0.25F, false);

		right_arm = new ModelRenderer(this);
		right_arm.setRotationPoint(-5.0F, 2.55F, 0.0F);
		right_arm.setTextureOffset(32, 45).addBox(-3.0F, -2.35F, -2.0F, 4.0F, 4.0F, 4.0F, 0.5F, true);
		right_arm.setTextureOffset(16, 43).addBox(-3.0F, 3.45F, -2.0F, 4.0F, 4.0F, 4.0F, 0.1F, true);

		arm_right = new ModelRenderer(this);
		arm_right.setRotationPoint(7.0F, -12.95F, -1.0F);
		right_arm.addChild(arm_right);
		setRotationAngle(arm_right, 0.0F, 0.0F, -0.9599F);
		arm_right.setTextureOffset(0, 19).addBox(-18.0F, -3.0F, -3.0F, 5.0F, 1.0F, 8.0F, 0.0F, true);
		arm_right.setTextureOffset(36, 36).addBox(-14.0F, -4.0F, -3.0F, 1.0F, 1.0F, 8.0F, 0.0F, true);
		arm_right.setTextureOffset(0, 28).addBox(-20.0F, -2.0F, -3.0F, 4.0F, 1.0F, 8.0F, 0.0F, true);
		arm_right.setTextureOffset(24, 3).addBox(-22.0F, -1.0F, -3.0F, 4.0F, 1.0F, 8.0F, 0.0F, true);

		bone17 = new ModelRenderer(this);
		bone17.setRotationPoint(10.0F, -0.55F, -1.0F);
		right_arm.addChild(bone17);
		setRotationAngle(bone17, 0.0F, 0.0F, -0.0873F);
		bone17.setTextureOffset(14, 51).addBox(-14.25F, 2.9F, -1.0F, 2.0F, 5.0F, 4.0F, 0.25F, true);
	}

	@Override
	public void setRotationAngles(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch){
		//previously the render function, render code was moved to a method below
	}

	@Override
	public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){
		headwear.render(matrixStack, buffer, packedLight, packedOverlay);
		body.render(matrixStack, buffer, packedLight, packedOverlay);
		left_arm.render(matrixStack, buffer, packedLight, packedOverlay);
		right_arm.render(matrixStack, buffer, packedLight, packedOverlay);
	}

	public void setRotationAngle(ModelRenderer modelRenderer, float x, float y, float z) {
		modelRenderer.rotateAngleX = x;
		modelRenderer.rotateAngleY = y;
		modelRenderer.rotateAngleZ = z;
	}
}

 

Last seen on 17:22, 8. Jun 2021
Joined Nov 2019
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
it looks okay to me, which…
Thu, 07/16/2020 - 14:23

it looks okay to me, which arm isn't showing? if its the right arm, try removing that arm completely, duplicate the left arm and flip X the duplicate

Last seen on 17:22, 8. Jun 2021
Joined Nov 2019
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
i deleted your right_arm and…
Thu, 07/16/2020 - 16:12

i deleted your right_arm and made a duplicate of left_arm and flip X on the duplicate. used a blank white texture, this is the result:

https://cdn.discordapp.com/attachments/599250311852458006/733354959487107122/Untitled.png

Last seen on 08:26, 28. Apr 2021
Joined Jun 2018
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
Thank you so much! I will…
Thu, 07/16/2020 - 16:32

Thank you so much! I will try it

Last seen on 08:26, 28. Apr 2021
Joined Jun 2018
Points:

User statistics:

  • Modifications:
  • Forum topics:
  • Wiki pages:
  • Tracker tickets:
  • MCreator plugins:
  • Comments:
Still missing right arm…
Thu, 07/16/2020 - 16:55

Still missing right arm... deleted it, duplicated left arm and flipped X, not working :/ Can you give me the code of the model you fixed? I think I'm just an idiot and don't know how to do it. Better I will use your model.