#can use put a model from modded entity in optifine entity?
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You can use File -> Convert Project but be very mindful of your bone structure and pivot points
i havent done bones yet so i think i should be fine
(Result for "optifine-pivots")
If you remodel an entity model with Optifine and the model looks broken in-game make sure that top level bones/folders/groups are the exact same as the ones for the default model. This means the pivot point locations, and bone rotations.
You can see the default model pivot points and rotations by loading the model with the CEM template loader plugin.
If you wish to change the pivot points, you need to use custom animations: https://youtu.be/arj2eim42KI
(Result for "optifine-bones")
OptiFine entities have set parent bones (top level folders). These bone names are unique per entity, and need to be valid for the model to load. You cannot add your own parent bones. If you wish to add new bones to a model, you must use subfolders made within one of the valid parent bones, or another subfolder.
Not including a parent bone in your model will cause that part to load the default one in game, so if you do not want to have a part in your model, leave the folder empty instead of deleting it.
You can view the valid bone names for an entity with the !mobparts entity_name command.
You can load a template model with all the valid bone names with the CEM Template Loader plugin: ( https://www.blockbench.net/plugins/cem_template_loader )
Some info on that stuff above
thank you ^^