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Animorph

Morph into a custom model, play emotes, and configure them to your liking.
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Animorph 1.1.0 NeoForge (1.21.1)

File nameanimorph-neoforge-1.21.1-1.1.0.jar
Uploader
feeldevfeeldev
Uploaded
Oct 9, 2026
Downloads
17
Size
1.3 MB
Mod Loaders
NeoForge
File ID
9105449
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:animorph-mod-1425007:9105449"

Learn more about Curse Maven

What's new

Features

  • config: make animation LOD an opt-in low-end mode

Fixes

  • gpu: multiply the cube skinning delta as current times rest inverse
  • render: bake no-overlay into mesh vertices so poly meshes are not tinted red
  • refuse models too large to send instead of failing the command or kicking the client
  • gpu: skip the GPU cube draw for models without cubes
  • fabric: declare the access widener so render-type access works outside the dev environment
  • molang: make comparisons inside ternary conditions work
  • molang: make != conditions in animation controllers work
  • layers: use a layer's own controllers and mirror the body for layers without them
  • layers: give every model layer its own animation manager
  • neoforge: let NeoForge clients join Paper/Spigot servers
  • animation: stop players inheriting another player's bone change markers
  • animation: restore a player's own pose when GeckoLib skips a same-frame re-render
  • voice: animate the local player's mouth with Plasmo Voice
  • render: don't abort resource reload when animorph shaders can't compile
  • emote: let emotes replay and fully stop instead of holding the last pose

Performance

  • render: keep per-bone GPU skinning state on the bone instead of an identity map
  • render: reuse the last nametag text buffer instead of two map lookups per glyph
  • animation: iterate cached bone/queue arrays and drop the per-keyframe location allocation
  • animation: skip the ConcurrentHashMap bin lock on item candidate hits
  • animation: throttle distant players' animation ticks and replay their captured pose
  • render: cache texture size/format instead of querying GL per cube draw call
  • animation: build item animation candidates once per item instead of every frame
  • animation: cache GeckoLib DataTicket hash used by every per-frame getData

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