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TaCZ First Person Compat

Compatibility bridge for TaCZ and First-person Model that fixes first-person gun rendering conflicts.

File Details

tacz-firstperson-compat-forge-1.20.1-1.1.4

  • R
  • Jun 26, 2026
  • 6.26 KB
  • 9
  • 1.20.1+1
  • Forge

File Name

tacz-firstperson-compat-forge-1.20.1-1.1.4.jar

Supported Versions

  • 1.20.1
  • 1.19.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:tacz-first-person-compat-1588239:8325587")
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TaCZ First Person Compat 1.1.4

Clean rewrite / TaCZ hand-bone anchored arms release

- Rebuilt the mod from a clean source tree as a different internal implementation.
- Removed the old body-arm pose mixin and the old generic RenderHandEvent overlay approach.
- Added a TaCZ RenderHelper mixin that intercepts RenderHelper.renderFirstPersonArm, the shared TaCZ method called from animated right/left hand bones.
- Replaces TaCZ's default vanilla arm draw with a custom AnchoredTaczArms renderer.
- The replacement arms use the same animated matrix TaCZ gives each gun/add-on hand bone, so the arms follow aim, reload, inspect, and other TaCZ viewmodel animations.
- The replacement arms are stretched and offset backward from the gun hand anchor to better bridge from the visible body toward the weapon.
- First-person Model's normal body arms are hidden for TaCZ items to remove the broken floating/hanging overlap.
- First-person Model still renders the body, shoulders, and legs.
- Kept TaCZ's first-person weapon/viewmodel renderer active for guns and animated add-on items.
- Kept broad TaCZ item detection through IGun and IAnimationItem.
- Kept the client-tick item rescan for late-loaded add-on items.