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Punchy! - First person animations

A mod that adds various first person animations and visible hands with held items!
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Punchy 3.2 (Forge) - 26.1-26.1.1-26.1.2

File namepunchy-3.2-forge-26.1-26.1.1-26.1.2.jar
Uploader
Godku4Godku4
Uploaded
Nov 7, 2026
Downloads
83
Size
3.8 MB
Mod Loaders
Forge
File ID
9500843
Type
R
Release
Supported game versions
  • 26.1.2
  • 26.1.1
  • 26.1

Curse Maven Snippet

Forge

implementation "curse.maven:punchy-1374153:9500843"

Learn more about Curse Maven

What's new

Punchy v3.2

New

  • Punchy now steps aside while another mod draws your hands in first person, and takes over again when it's done:
    • Spell casting in Iron's Spells 'n Spellbooks
    • Epic Fight's battle mode
    • Mowzie's Mobs' abilities, such as the Sun's Blessing
    • Carrying a block or an animal with Carry On
    • Looking through another entity, when a mod moves your first-person camera to it
    • Better Combat's first-person attacks, when you turn Better Combat Support off. It's on by default, which keeps Punchy's arms and plays Punchy's own attacks instead.
  • Guns and gadgets that bring their own first-person model now show it, hands included: Timeless and Classics Zero and Create's potato cannon.
  • Modded fire now shows its own look on your burning arms, such as the blue soul fire of Soul Fire'd.
  • New setting, Show Both Hands (General): your empty off hand shows next to the other one, so you see both hands when you hold nothing in it.
  • New setting, Built-in Mod Support (Compatibility): Punchy's own support for the mods above. It's on by default; turn it off to see a mod without Punchy's help. Better Combat Support is a separate switch.
  • Smarter boat rowing, now also on 1.20.1, 1.21.1 and 1.21.5:
    • The paddles sit in your hands and move with them as you row.
    • A hand that holds an item keeps it, and the other hand rows on its own. With both hands busy, nobody rows.
    • A shield stays on your arm, so that hand still rows.
    • A paddle no hand holds rests in its oarlock instead of disappearing.
    • Turning pulls one paddle, the way the boat itself does, and rowing back has its own stroke.
    • Holding something with both hands, the empty hand lets go to row and comes back when you stop.
    • The paddles in your hands match your boat's wood and a raft's bamboo.

Changes

  • The Compatibility options for Interactive Stuff, Better Combat and Sword Blocking Mechanics are now on by default, and turned on once for existing settings. Interactive Stuff's and Sword Blocking Mechanics' options only act while their mod is installed, and Better Combat Support acts while Better Combat or Spell Engine is installed.
  • The Punchy menu now opens on General the first time, and General is the first tab.
  • Mix Packs is easier to use. Pointing at an item previews it, and the preview stays on it while you reach for the preview's arrows. Click an item to see its packs, point at a pack to try it in the preview, and click one to use it. Every pick can be undone from the message it shows.
  • Mix Packs setups: Current choices is now called No setup, and Use resource pack order is now Reset to pack order.

Fixes

  • 26.3 and 26.4: the new explorer maps, such as the Dappled Forest camp maps and the village, temple and treasure maps, are now held like a regular map instead of behind your forearm.
  • Armor on your arms now uses the texture a mod gives its armor, so Create's copper backtank no longer turns your arm dark (NeoForge 1.21.1).
  • Create's netherite backtank now shows its dark diving suit sleeve on your arms in first person, as it does without Punchy (Forge 1.20.1 and NeoForge 1.21.1).
  • Your arms no longer show while you're invisible, as in vanilla. Held items still show.
  • Crossbows with Quick Charge now play their charge animation faster.
  • The brush is now left to Minecraft, so its brushing motion shows again, unless a resource pack animates the brush.
  • Armor with its own model now shows its real sleeve on your arms instead of a black one, such as Iron's Spells 'n Spellbooks and Mowzie's Mobs (Forge 1.20.1 and NeoForge 1.21.1), and L_Ender's Cataclysm and Alex's Caves (Forge 1.20.1).
  • The Aether's gloves stay on your arms as they move, also on a hand holding an item (Forge 1.20.1).
  • A raised shield no longer turns oddly in one hand after you change resource packs (1.21.11 and newer).
  • NeoForge 26.2: the game no longer opens a warning screen about Punchy's icon at every launch.
  • Forge 1.21.1 and newer: camera animations now turn the view. Before, only their moves showed.
  • Forge 1.21.5: Punchy's keys are back, such as F8 for the menu and the inspect key, and Punchy reads resource packs again when they reload.
  • Forge 26.1 and newer: Punchy can now tell which mods are installed, which its built-in mod support and a pack's requires_mods depend on.
  • Mix Packs: a pick now takes effect right away on 1.20.1 and 1.21.1, without restarting the game.
  • Mix Packs: a pick made while a setup is loaded no longer goes back at the next start.
  • Mix Packs: the Mace row shows an iron axe on 1.20.1, which has no mace, instead of nothing.
  • Glowing armor keeps its glow on your arms with a shader pack, such as the armor of T.O Magic 'n Extras (Forge 1.20.1).

Performance

  • Items with model parts are much lighter to draw, most of all ones with long animations. A heavy item now allocates about two thirds less memory per frame (measured on 26.3).
  • 26.2 and newer: without Iris, Punchy no longer looks for Iris's classes again in every frame, for every item you hold.

For mod makers

  • Everything below is documented on the wiki: https://wiki.punchymod.com/punchy/api
  • Punchy API version 3: a mod can tell Punchy what happens in it (its own moments and states, facts about its items), ask what Punchy shows (who draws each hand, which clip plays, the clips the packs have), hear Punchy's clips, moments, reloads and settings changes, and play or steer the clips resource packs ship. It can also change how Punchy reads its items: their kind, role, pose, equips and swings, and how the off arm shows. Animation stays the packs' job: no call hands Punchy a clip or a canned motion.
  • Every registration has an id and a priority, can be taken back, and shows in Copy debug info with its cost. Players can turn off a mod's calls in Compatibility; its rule files and rules from code stay.
  • Also new since 3.1: leaveBothHandsToMinecraft, leaveHandsToMinecraft, hideArms, hideArmorOnArms, flames and version(), all general calls that any mod can use for its own case.
  • leaveItemsToMinecraft now works everywhere Punchy's own item blacklist does: drawing, animations, the equip motion and item model properties.
  • What an arm is drawn with: armTexture gives an arm another texture, tint or light, armOverlays adds layers over the skin, armFlames lights flames without fire, and hideLayers hides single layers, such as the skin, the sleeve or the held item.
  • drawOnArm is an arm event on every loader, Fabric included, on Punchy's animated arm. drawItem takes over or decorates the draw of a held item at Punchy's grip. handPointInWorld and handPointOnScreen say where a point on the hand or the item appears.
  • movementScale scales Punchy's sway by channel, itemDisplay picks a held item's display context, and keepItemUseVisuals keeps an item model's own use look.
  • restrictSetting turns a feature off for a while without saving it, menuRows adds a mod's rows to Punchy's tabs, and editorTarget adds a mod's target to the Hand Editor, saved with the profile.

For pack creators

  • Rule files and the rest of this section on the wiki: https://wiki.punchymod.com/punchy/api#rule-files-for-packs-and-mod-jars
  • Rule files: a resource pack or a mod jar can ship assets/<namespace>/punchy_rules/*.json to leave items to Minecraft, by item id, namespace, tag or class, with no code. They can also set item kinds and roles, skip equips, hold clips back, define conditions and moments, add camera kicks to moments and turn off one of Punchy's own mod supports, and most entries can be limited to when their conditions, held or worn items and installed mods say.
  • Compat entries can play a clip on a moment, Punchy's own or a mod's, and every entry takes when, unless and requires_mods.
  • First-person and item model clips can read numbers in their keyframes, such as q.health_fraction or a mod's v.<mod>.<name>. Don't write these in third-person clips, which read numbers only.
  • First-person clips can set their own speed, blend_in and aliases, sound_effects can play any sound event with its own volume and pitch, and a timeline token with a namespace is a marker that fires a moment.
  • A model parts item can play a clip on a moment (on:<moment>) or hold one while a condition is true (while:<condition>) in modelPartsAnimation, and a particle's on_animation can name a moment, written <moment>@0.
  • A pack can show the player one card with the settings it plays best with and the mods it needs or clashes with. Nothing changes until the player says so.
  • Rule files can give an arm another texture, tint or light (arm_texture), add layers that fade in and out (arm_overlays), light flames without fire (arm_flames), hide single layers, pick a held item's display context (display_context) and keep an item's own use look (keep_use_visuals).
  • Compat entries can change an item's and an arm's pose while conditions hold (poses), eased over a time you set.
  • A pack can offer named setups of settings, hand poses and Mix Packs choices: assets/<namespace>/punchy/presets/*.json. They show in Profiles in the F8 menu.

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