Take note in this case I just made random boxes for the boots so I could test it out, but you might want to change the boot boxes up a bit as they are a bit weird.
EDIT: Congratz m9 on ur 404 posts. Lel
Also, in the future if you plan on adding more custom modeled armors you might want to make a custom armor model base that implements boots and the stuff from the model biped so you don't need to add it every single armor class, but that is just a suggestion, by all means you do not have to do that. Lol I edited this post like literally 10+ times along with my gist just to make sure it worked for you. Gosh, by now this thread has practically turned into a how to make 3D armor models 1.8.9. Hehe.
Well, we set the boots part of the model as a child of the legs. If you still don't get what I mean submit your updated code and I will write in an example of what I mean.
Ahh. What you can do is in your super you know that float f in your model class? just make it so if get armor boots then the float = like 0.5 or whatever and if the float is 0.5 in your model class then call your boots part of the model. And trim the legs part of the model if you want it to be similar to Minecraft. Or if you are feeling cheeky you could just make a new armor class that is just boots and just use the vanilla model and trim your legs part of the model in your other armor class.
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Just get instanceof the armorstand and rotate the head appropriately. It isn't too hard I think you can do it. If you don't know how msg back.
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Oh herro dere, get rid of this:
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Don't worry about it. Glad I could help! Now if everything is working you may want to consider adding a solved or resolved tag.
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Omg, I'm a clutz forgot to pass the render through *DERP*. Here anyways change this:
To this:
EDIT: I just tested this, so I can confirm this works!
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I see. Interesting... Try adding this:
Then this in your getArmorModel:
Then in your ModelJayGarrick2 change this:
to this:
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This part:
Rename the modelJayGarrick2 to model, otherwise, it completely defeats the purpose of what we've done.
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Click here for example.
Take note in this case I just made random boxes for the boots so I could test it out, but you might want to change the boot boxes up a bit as they are a bit weird.
EDIT: Congratz m9 on ur 404 posts. Lel
Also, in the future if you plan on adding more custom modeled armors you might want to make a custom armor model base that implements boots and the stuff from the model biped so you don't need to add it every single armor class, but that is just a suggestion, by all means you do not have to do that. Lol I edited this post like literally 10+ times along with my gist just to make sure it worked for you. Gosh, by now this thread has practically turned into a how to make 3D armor models 1.8.9. Hehe.
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Well, we set the boots part of the model as a child of the legs. If you still don't get what I mean submit your updated code and I will write in an example of what I mean.
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Oh we give it a value later on with:
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Like you could do something like this:
And then in your getArmorModel:
And in your ModelJayGarrick2 class just add something like:
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Ahh. What you can do is in your super you know that float f in your model class? just make it so if get armor boots then the float = like 0.5 or whatever and if the float is 0.5 in your model class then call your boots part of the model. And trim the legs part of the model if you want it to be similar to Minecraft. Or if you are feeling cheeky you could just make a new armor class that is just boots and just use the vanilla model and trim your legs part of the model in your other armor class.
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Oh!!!! I just saw your armor class! Delete this:
Because it is rendering the model again with the incorrect rotations and sizing, thus giving baby parasite models.
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Oh my god! I completely forgot about that! Do you have your updated class?
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Hmmm... I'm going to tinker around with GL11 and see if I can get anywhere.
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Yay! The head works so that is good.
You should also put a super in your model class. After public ModelJayGarrick: