[EMF] Entity Model Features [Fabric & Forge]

EMF is an, OptiFine format, Custom Entity Model replacement mod available for Fabric and Forge.
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entity_model_features_forge_1.18.2-2.0.2.jar

File nameentity_model_features_forge_1.18.2-2.0.2.jar
Uploader
TrabenTraben
Uploaded
Apr 30, 2024
Downloads
1.3M
Size
373.9 KB
Mod Loaders
Forge
File ID
5304245
Type
R
Release
Supported game versions
  • 1.18.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:entity-model-features-844662:5304245")

Learn more about Curse Maven

What's new

2.0.2

  • fixed the first person hand settings not getting reset correctly in 2.0.1
  • added the is_swinging_right_arm & is_swinging_left_arm boolean variables, used to distinguish right and left arm swinging in biped models, if no arm is swinging both should be false, if swing_progress > 0 then one of these should be true.
  • added support for an optional player_cape.jem model file to be used for better animating the player cape player_cape.jem only contains a cloak part, positioned exactly as it is in the regular player.jem, if this model is present it will render in a special way that will not apply the vanilla animations to the cape. Allowing much easier custom animations (note this jem file can not be exported by the EMF config, but the player.jem exported model will work perfectly for it, as of v2.0.2)

The only transforms EMF applies to player_cape.jem before rendering & custom animating is:

  • rotating the cape 180 degrees around the y axis. (matching vanilla)
  • translating the cape 2 pixels backwards. (matching vanilla)
  • translating the cape a further 1 pixel backwards & upwards if the player has a chest-plate on. (matching vanilla)

No other rotations or translations are applied to the cape, allowing for fully custom animations.

The cloak part inside the regular player.jem will render if player_cape.jem is not present, but will not benefit from having its vanilla animation cancelled by EMF

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