Model Engine
This section is responsible for the in-game behaviors while Model Engine is running.
Default Animations
Configure the animation names for all default animations.
Some default animations are planned but not fully implemented yet. Don't tell anyone :p
Print Script Warnings
Whether warning messages should be printed when an error occurred on a script keyframe.
Use State Machine
Whether to use the new state machine animation system by default.
Although defaulted to false, it is recommended to migrate all models to using this system.
Model Generator
This section configures the assets generation settings ran on server start up or model reimport.
Register Post Server
Should the models register after server start up.
If set the false, the server will hang until all models are registered.
Otherwise, the server will be joinable before all models are imported, and all subsequent process will also be run after
server start up.
Assets Post Server
Should the resource pack be generated after server start up.
If set the false, the server will hang until all assets are generated.
Compile Post Server
Should the resource pack be zipped after server start up.
If set the false, the server will hang until all assets are generated.
Enable Error
Should model error messages be printed.
Debug Level
Set the debug level of the Model Engine logger. May sometimes reveal useful information.
Namespace
Set the namespace of the generated resource pack.
Create Zip
Should Model Engine zip the resource pack automatically.
Create Atlas
Should Model Engine create an atlas file automatically.
Create Shader
Should Model Engine create the shaders used for player limb bone behavior.
Item Model
The item model used to create overrides for all generated models.
Here is a list of usable items. All items shown here are colorable:
Item |
---|
FILLED_MAP |
LEATHER_BOOTS |
LEATHER_CHESTPLATE |
LEATHER_HORSE_ARMOR |
LEATHER_LEGGINGS |
LINGERING_POTION |
POTION |
SPLASH_POTION |
TIPPED_ARROW |
Network Optimization
This section allows adjustment to the network optimizations Model Engine provides.
It is highly recommended to have all optimizations enabled, as they greatly reduce network load, and all optimizations
are configurable on a per-Active Model basis.
Bundle Everything
Should all packets send by Model Engine be bundled and sent in one go.
This optimization utilize the new Bundle packet introduced in 1.19.4. In theory, this will massively reduce overhead
caused by sending packets separately.
Bundle Size
Maximum amount of packets allowed in a bundle.
Since packets wrapped in a bundle are forced to be processed in the same tick, too many packets in a bundle may cause
the client to lag.
Minecraft by default only allow up to 4096 packets in a single bundle.
Cull Interval
The culling interval of an Active Model. Smaller value means more frequent detection but more calculations.
Vertical Render Distance
Culls the model when the vertical distance between the model's render hitbox and the eye position of the view exceeds a certain threshold.
Key | Description | Default |
---|---|---|
Vertical-Render-Distance | Vertical render distance in blocks | 32 |
Cull-Type | Culling behavior | CULLED |
Skip Models Behind Viewer
Culls the model when angle between the viewer and the model exceeds the configured threshold.
Key | Description | Default |
---|---|---|
View-Angle | The view angle of the viewer in degrees, where the model does not get culled. Setting to 360 effectively disables this culling method. |
180 |
Force-Render-Radius | Minimum distance between the viewer and the model for it the be culled in blocks. | 5 |
Cull-Type | Culling behavior | MOVEMENT_ONLY |
Skip Blocked Models
Culls the model when the model is being blocked by view-occluding blocks.
Key | Description | Default |
---|---|---|
Force-Render-Radius | Minimum distance between the viewer and the model for it the be culled in blocks. | 5 |
Force-Render-Size | Minimum render hitbox width or height to give up on culling. | 32 |
Cull-Type | Culling behavior | CULLED |