#Trident model doesn't want to work ingame
23 messages · Page 1 of 1 (latest)
It looks like you have applied tags to this post that conflict. Please only apply the tags that are relevant to your post. We can only help you if we know the context of your question, and applying incorrect tags makes this confusing.
You can refer to #1029373817119838218 for a description of what each tag is for!
Please make sure to read #1029373817119838218 as it may answer your question!
Once your question has been resolved, please mark the post as closed by using the </close:1163944441741049897> command.
this issue persists across optifine & cit resewn so im unsure what im doing wrong
!faq
Use the command !faq [category] [id] to view a specific FAQ entry
content-log, item-models, materials
background, backups, box-uv, box-uv-textures, bugs, convert-uv, formats, gifs, hidden-tools, ik, json, keybindings, mobile-app, model-part-import, obj, plugins, precise-movement, quickstart, render-order, screenshot, seam-tool, texture-bleeding, texture-to-3D, uv-mapping, vertex-snapping, z-fighting
1.8-display, animated-textures, armor, block-dark, bow-model, crossbow-model, culling, custom-model-data, export-vanilla-models, invalid-names, item-dark-in-gui, java-1.19.3-textures, java-gui-model, modding, new-java-features, output-log, parent, rotation, shield-model, size-limit, texture-atlas, texture-linking, textures-folder, tint
default-pack, entity-templates, piracy, style-guide
animation, doesnt-work, justask, model-ideas
animation, entity-limitations, forge-obj, geckolib-update, learn-java, mappings, mcreator, mcreator-invalid-name
blurry-textures, bones, pivots
animated-java
archive-delete, bot, dont-ping, english-please, general-help-channel, tags, tutorials-resources
hm
Bump
Bump
bump :[
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
Thank you!
im struggling to figure this out and ive only gotten this progress in
ive watched the video in here but it really hasnt helped me in the slightest as im not understanding what im supposed to..?? code???
i got the plugin eneded for the editor but im still not understanding what im supposed to do
if anyone could help me thatd be great, and if needed i can dm them the blockbench file for this
im so confused
bump
bumo
bump
g
dang
BUMP