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AzureLib

Java Minecraft mod using Bedrock models to create custom models and animations for items, blocks, entities
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azurelib-fabric-26.3-4.1.4.jar

File nameazurelib-fabric-26.3-4.1.4.jar
Uploader
AzureDoomCAzureDoomC
Uploaded
Oct 30, 2026
Downloads
11
Size
1.2 MB
Mod Loaders
Fabric
File ID
9369406
Type
R
Release
Supported game versions
  • 26.3

Curse Maven Snippet

Fabric

modImplementation "curse.maven:azurelib-817423:9369406"

Learn more about Curse Maven

What's new

v4.1.4

Additions

  • Added spring bone colliders. AzSpringCollider is a sphere or capsule attached to a bone, positioned in Blockbench pixels from the bone's pivot, that follows the bone's animated pose. Spring chains can't pass through them, so tails, ears and capes swing around the body instead of through it. One collider can be shared by several chains.
  • Added AzSpringBone.Builder#collider to give a chain its colliders, #radius for how thick the chain is, and #ground to keep the chain above the entity's feet (or the model's origin for items and block entities).

Fixes

  • N/A

Changes

  • Spring bone chains now bend and whip. Each joint springs towards where the animation puts it relative to the joint before it, so lag builds up towards the tip; before, every joint lagged by the same angle and chains swung as one stiff piece.

Developer Notes

  • Because each joint now follows its parent, a given stiffness makes chains curl more than before. Chains tuned for the old behaviour may need a higher stiffness: around 0.3 to 0.5 suits tails.
  • Collisions are resolved at the chain's joints. A collider thinner than the distance between two joints can slip between them, so keep colliders at least that thick or add some radius.
  • With a radius, a chain stays above the ground and outside colliders, but can settle partway into its own thickness.
  • A collider on a bone the model doesn't have is skipped. Don't put a collider on one of the chain's own bones, or overlapping the chain's animated pose, or the chain is always being pushed out and never settles.

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