Topic category: Help with Minecraft modding (Java Edition)
So I've noticed Geckolib entities don't move their heads up and down. I posed this sort of issue not too long ago, but I decided I should go a little more in-depth about it.
To preface, I'm currently working on a mod that involves laser beams in which I use Geckolib entities to play my animations. This laser entity is grouped as a "head," therefore it will be treated and be given properties as such. I did this in order to get the laser to appear to fire out at any direction I'm looking since default non-gecklib mobs spawn looking at where the player is looking with my current procedure:
So I know it should work with geckolib animated models right? I guess not because I get this instead:
While the beam does spawn facing latitudinally, it never seems to do so longitudinally. Again, I tested this same procedure spawning different vanilla entities and they spawn looking where the player is looking, with the exception of the geckolib example Creeper. Here's what I mean:
As you can see, the Husk is able to move its head up and down as it tracks the player.
Here you can see the geckolib Creeper does track the player, but is unable to move its head up and down.
I tested the same with my laser entity with the proper head grouping and pivot points centered, along with enabling head animations for the geckolib model registration procedures. It tracks the player properly but has the same problem as the geckolib creeper. While I know it's a big assumption based on so little examples, it's enough to have me believe that this is a problem with all geckolib animated models. .
Does anyone have a fix for this issue or should I just give up now? So far this is my only avenue to have animated lasers until Nerdy adds compatibility with animated projectiles to the geckolib plugin. I'm open to any suggestions or alternatives.
Oh yeah, you're using 1.16.5, the head animation is broken in that version.
In general, the 1.16.5 version of geckolib is unstable, on the latest versions of it it won't even play animations with easings.
I suppose I should just cut my losses and start developing this mod for 1.19.2.