Kleiders Custom Renderer (Change the players and mobs models and textures!) + Player Variables always synced in workspace

Supported MCreator versions
2022.2
2022.3
2023.1
2023.2
2023.3
2023.4
2024.1
Tags / plugin type
API support
Global triggers
Procedures
Skin Icon
Downloads:
4082
Upvotes: 84
About the plugin

Forge 1.16.5/1.18.2/1.19.2/1.19.4/1.20.1/1.20.4

Having this plugin installed, even without the API enabled, syncs players variables globally with all clients. This can be useful for other plugins, like PlayerAnimator

 

WARNING: MAKE SURE TO USE VERSION 6.2.1 OF THE PLUGIN; VERSION 6.2.0 HAS ISSUES ON 1.20.4

Important Information

  • Make sure you use MCreator 2022.2 (snapshots included) or a newer version
  • This plugin requires to have enabled the "Kleiders Custom Renderer API"
  • You need to add "Kleiders Custom Renderer" as a dependency to your mod if you enable this.

IT'S RECOMMENDED TO USE PLAYER VARIABLES TO CHANGE THE SKIN/MODEL OF THE PLAYER
YOU CAN RENDER AS MANY MODELS AT A TIME IN THE SAME PLAYER AS YOU WANT, THERE ARE NO LIMITS.


Kleiders Custom Renderer is here! Change the players/mobs models/skin easily with just 2 procedures (Or more if you want to) and a global trigger!

Need help or found a bug? Shoot me a DM on discord! Kleiders#9777

You can also report crashes at https://www.curseforge.com/minecraft/mc-mods/kleiders-custom-renderer-a…

 

How to use:
Enable "Kleiders Custom Renderer" at Workspace -> Workspace Settings -> External APIs
Add as a "Additional required mods" the mod id "kleiders_custom_renderer"

Add as a "Additional dependencies" the mod id "kleiders_custom_renderer"

Players will now need to use the mod "https://www.curseforge.com/minecraft/mc-mods/kleiders-custom-renderer-a…" in order to play the mod, as this a dependency!

Also available on modrinth! https://modrinth.com/mod/kleiders-custom-renderer-api

 

Procedure Instructions (See image below for a better example)

Then, create a procedure with the global trigger "Kleiders Render Event", add "Obligatory Procedure at the start of RenderEvent".

After that, create the procedure as normal and add a skin or model procedure and put the location of your texture. This will be your modid:textures/entities/name_of_the_texture.png

 

Models for 1.16.5:

 

If you select a model, it will need to follow this formatting: "<EntityModel>Renderer.Model<model_name>
To check the model name, check what it says on model on your entity, like so:

In this case the <model_name> would be elite_swordsman

In 1.16.5, you need to have an entity that has that model on it in order for it to work. In 1.18.2+ this is not neccesary

 

Models for 1.18+:


Just import the model, it will need to follow this formatting: "<model_name>"

More images below.

 

Have in mind that you will need to import the skins as "entity" textures.

FOR PLAYER MODEL AND TEXTURE CHANGES: THIS PLUGIN/MOD CURRENTLY SYNCS AUTOMATICALLY WHEN THE CONDITION OF THE PROCEDURE IS A PLAYER VARIABLE. FOR PLAYERS USE PLAYER VARIABLES


FOR ENTITIES: IF YOU HAPPEN TO WANT TO MODIFY THE MODEL OR TEXTURE OF AN ENTITY INSTEAD OF A PLAYER, I RECOMMEND USING ITEMS IN ARMOR SLOTS AND NBT DATA RELATED TO THOSE ITEMS

WARNING: DO NOT USE ANY PROCEDURE THAT AREN'T CONDITIONS OR PART OF THE PLUGIN. DOING THINS LIKE SPAWNING ENTITIES, SETTING NBTS OR ANYTHING ELSE INSIDE "RenderEvent" WILL CRASH THE GAME


Features:
Adds 3 procedure blocks, one that loads the renderer, one to choose a skin texture, and another one for models

IN 1.18.2,  TO SELECT A MODEL ALL YOU HAVE TO DO IS PUT THE MODEL NAME
deathman

PICTURES FROM BELOW ARE FROM 1.16.5 VERSION


 


Changelog:

V6.2.1:
Fixed an issue with variables on 1.20.4

V6.2.0:
Added support for NeoForge 1.20.4

V6.0.0:
The plugin now has synced multiplayer features with player variables

V5.5.1:

Fixed an issue with a test procedure being kept in the library on 1.20.1

V5.5.0:

Updated for 1.19.4 and 1.20.1 support.

V5.4.0:

Added transparency to model procedures (if the texture has transparency) and added the option to hide the base model on texture change procedure. 
Moved all procedures to KleidersCustomRenderer tab

V5.2.5:

Fixed an issue with using the mod serverside

V5.2.0:
Fixed an issue that prevented texture procedures from working in 1.18.2 and 1.19.2

V5.0.1:
Separated 1.18+ procedures from 1.16.5 procedures, and added suport for 1.18.2 and 1.19.2

V4.0.5:
Added the ability to change entities textures and models; The mod has been rebranded to "Kleiders Custom Renderer" make sure to change dependencies accordignly.

V3.4.0:
You can now replace partial parts of the internal skin by having the skin only on those parts; Previously, the player would become invisible if it was missing parts of the skin

V3.3.0:
Fixed an issue that prevented skins from loading properly

V3.1.0:
Fixed a bug that prevented multiple layers/models from working at the same time

V3.0.0:
Added Custom Model Support

V2.1.0:
Fixed an issue that caused the plugin to crash on dedicated servers

V2.0.0: Added:
Both Internal texture and external layer with player skin: [Texture]
Only Internal texture with player skin: [Texture]
Only external layer with player skin: [Texture]
 

V1.0.0 Upgraded everything! Remember to enable "Kleiders Player Renderer" at Workspace -> Workspace Settings -> External APIs
 

License
Academic Free License v3.0

Plugin downloads
Updated to match new Mcreator version - Kleiders Custom Renderer Plugin v6.2.2.zipUploaded on: 04/24/2024 - 21:29   File size: 39.21 KB

Comments

is there any way to change/add the "glow texture" of an entity/mob with this plugin, and if not will this be a planed feature for future updates?

This plugin is cool in all but, when are u gonna update it to 2023.3?

Bug Report: Selecting: Hide Base Model on a custom skin layer also hides customs models rendered

I sorry to ask but could you update this to 1.19.4 ? I would be really great because it look so cool and I'm searching for a morph plugin but I found nothing and I cant use this one. :|

Sorry if somebody already asked, must've missed it, but does this plugin work with models that are smaller then the default player model? As in, if I made a model that could fit inside the Steve skin, would you still be able to see him, or would his model disappear completely, leaving only the custom model visible?