#Thin Armor

10 messages · Page 1 of 1 (latest)

hard jay
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Im trying to find out a way so that the custom armour model is kind of on the same level as the players skin overlay and less as big/baggy.

spark barnBOT
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azure matrix
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You have to give your custom armor's attachable items a custom model for that. The model of all vanilla armor pieces stem from the same geometry file, which has basically the same model as the player itself, but inflated.

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You're probably using the model with the identifier "geometry.player.armor.chestplate", "geometry.player.armor.helmet" etc. Make your own model for each piece, texture them if you want something new

hard jay
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Like a file someone has done so i can see how

azure matrix
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kind of, if you download the vanilla resource pack here https://bedrock.dev/packs (any version will do, download the zip, extract and go to resource pack > models).

There you'll find mobs.json, which contains multiple models in an older model format.
Among them is the base humanoid model, of which the player model and armors are derived, by using inheritance. Basically, any model with an identifier like geometry.something : geometry.something_else , means the model geometry.something copies geometry.something_else and brings a few modifications (or not).

The armor piece models (geometry.humanoid.armor.helmet, geometry.humanoid.armor.chestplate, geometry.humanoid.armor.leggings, geometry.humanoid.armor.boots) use multiple levels of model inheritance. but they're basically inflated bits of player geometry.

The leggings model take after geometry.humanoid.armor2, which takes after geometry.zombie (it's in another file), which takes after geometry.humanoid.
The helmet, chestplate and boots are the same except they take after geometry.humanoid.armor1

You can't open a model that uses inheritance in Blockbench, it doesn't read them, but you could import geometry.humanoid (drag mobs.json into Blockbench, you'll be able to pick which of the models you want to open) and go from there.
It can get you started, but it's not like the proportions of the player model are difficult to get from scratch.

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It's a bit confusing to read the modifications made with inheritance, and I'm not sure that starting from the humanoid model would get you the right pivot points and position of cubes.

So you could use the Pugin Item Wizard (File > Plugins > Available to install it), make the 4 pieces of armor in a new temporary resource pack just to create the models, and fetch them from that resource pack's model folder to keep them in another folder on your PC, to get you started on a new armor set.

With that method, you'll get cubes inflated like in Vanilla, and a texture too. You'll just need to deflate the cubes a little to get a thinner armor.

hard jay
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Yeah i got it!

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Ty