#Item position fix
1 messages · Page 1 of 1 (latest)
Animation code:
{
"format_version": "1.8.0",
"animations": {
"animation.revolvingp.first_person_hold": {
"loop": true,
"bones": {
"bone": {
"rotation": [81.50143, 66.41712, -40.80429]
}
}
},
"animation.revolvingp.third_person_hold": {
"loop": true,
"bones": {
"bone": {
"rotation": [102.5, 0, 0],
"position": [0, -2.38014, 2.70831]
}
}
}
}
}
entity code:
{
"format_version": "1.10.0",
"minecraft:attachable": {
"description": {
"identifier": "chn:revolvingp",
"render_controllers": ["controller.render.item_default"],
"materials": {
"default": "entity_alphatest",
"enchanted": "entity_alphatest_glint"
},
"textures": {
"default": "textures/entity/revolvingp",
"enchanted": "textures/misc/enchanted_item_glint"
},
"geometry": {
"default": "geometry.revolvingp"
},
"animations": {
"first_person_hold": "animation.revolvingp.first_person_hold",
"third_person_hold": "animation.revolvingp.third_person_hold"
},
"scripts": {
"animate": [
{
"first_person_hold": "c.is_first_person"
},
{
"third_person_hold": "!c.is_first_person"
}
]
}
}
}
}
behavior:
{
"format_version": "1.20.50",
"minecraft:item": {
"description": {
"identifier": "chn:revolvingp",
"menu_category": {
"category": "equipment"
}
},
"components": {
"minecraft:max_stack_size": 1,
"minecraft:icon": {
"texture": "revolvingp_spawn_egg"
},
"minecraft:damage": 2,
"minecraft:can_destroy_in_creative": false,
"minecraft:enchantable": {
"slot": "bow",
"value": 14
},
"minecraft:durability": {
"max_durability": 2100
},
"minecraft:repairable": {
"repair_items": [
{
"items": ["iron_ingot"],
"repair_amount": 2100
}
]
}
}
}
}
You need to use a binding in the geometry file to bind it to the players rightitem bone. The trident geo file does this in vanilla, I don't remember the exact syntax off the top of my head
Ohhhhhhh ok, I'll find it, thanks for your response
The bone must have an exact name. root_item.
The bone name only matters if you're using the method where you match it exactly to the players skeleton actually. With bindings, you can name the bone whatever you want
Ah Hello friend, I was actually wrong the other day. You must add an animation to the attachable to modify position and rotation after including the blinding.