#model usage cases
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Items models are processor files used by the game to define and select which model to use for rendering items, depending of various criteria such as components, item interactions, their position in the inventory, or numerous other in-game values.
Items models are stored as JSON files in a resource pack in the assets/<namespace>/items folder.
Whi...
thanks, do you know how to apply 3 different models to different contexts?
i figured out how do use 2 models but i don't know how to do 3
!faq gui-model
Disclaimer: This will only work for 1.21.4 and newer. For older versions you will need to use mods or shader workarounds to do this.
To have a different model in the gui than in the hand (or other displays) you do the following
- Create a new .json file in
assets/minecraft/items(not to be confused withmodels/item!) - Make a .json file in there that looks something like this:
{
"model": {
"type": "minecraft:select",
"property": "minecraft:display_context",
"cases": [
{
"when": [
"gui",
"ground",
"fixed"
],
"model": {
"type": "minecraft:model",
"model": "minecraft:item/2d"
}
}
],
"fallback": {
"type": "minecraft:model",
"model": "item/3d"
}
}
}```
3. Name the .json the same as the id of the item you want to do this for (unless you are using this in combination with the item_model= component).
4. Replace `item/2d` and `item/3d` with the repsective model references to the 3D and 2D model. Your "2D model" can be just something like this
```json
{
"parent": "item/generated",
"textures": {
"layer0": "item/feather"
}
}``` (replace item/feather with your actual texture)
_Note: The bot example basically works the same as a trident. If you want the 2D model to appear in more/less displays adjust the values in the "when" array accordingly._
You just put another object entry inside the "cases" array
"cases": [
{
"when": [...],
"model": {...}
},
{
"when": [...],
"model": {...}
}
]```
@mellow pebble
thanks