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Bone Behaviors · Changes

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wiki standardization authored Oct 21, 2024 by Lxlp's avatar Lxlp
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  • Modeling/Bone-Behaviors.md Modeling/Bone-Behaviors.md +7 -7
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Modeling/Bone-Behaviors.md
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......@@ -72,7 +72,7 @@ the tag used, the item that will be displayed will be treated as if it was equip
**Tag: `il_`**
<br>
You can create as many item bones as you want. You can then equip items there via
the [SetItemModel](/MythicMobs/mechanics/model/SetItemModel) mechanic.
the [SetItemModel](/Skills/Mechanics/SetItemModel) mechanic.
## Ghost
......@@ -80,7 +80,7 @@ the [SetItemModel](/MythicMobs/mechanics/model/SetItemModel) mechanic.
Normal ghost bones (bones without cubes inside) are only used internally and do not spawn armor stands. Marking them as
rendered would cause them to spawn an entity, but will not display any models
You can set the model of a rendered ghost bone using the [ChangePart](/MythicMobs/mechanics/model/ChangePart) mechanic
You can set the model of a rendered ghost bone using the [ChangePart](/Skills/Mechanics/ChangePart) mechanic
## Nametag
......@@ -99,8 +99,8 @@ To create a name tag bone, add `tag_` in front of the bone name.
By making a cube-less bone and using a special tag before the bone name, you can mark a bone as the attachment point
when being leashed.
You can create as many bones as you want. You can leash the model using the [Leash](/MythicMobs/mechanics/model/Leash)
or [LeashSelf](/MythicMobs/mechanics/model/LeashSelf) mechanics
You can create as many bones as you want. You can leash the model using the [Leash](/Skills/Mechanics/Leash)
or [LeashSelf](/Skills/Mechanics/LeashSelf) mechanics
## Inverse Kinematics
......@@ -116,7 +116,7 @@ of the base pivot. If your segments are long enough that some bones will not mov
use this behavior. Otherwise, check the [Tail](/Modeling/Bone-Behaviors#tail) behavior.
As of R4.0.7, segment tag can only be used on cube-less bones. The pivot point of the bone should also be placed at the
back. The bones can be further configured by using the [Segment](/MythicMobs/mechanics/model/Segment) mechanic.
back. The bones can be further configured by using the [Segment](/Skills/Mechanics/Segment) mechanic.
Check out this [segment demo](../Assets/Demo/segment_demo.zip) as reference for how to set up the bones and use the segment
mechanic.
......@@ -130,7 +130,7 @@ the bones would use the base pivot. If your tail bones move a lot and generally
Otherwise, check the [Segment](/Modeling/Bone-Behaviors#segment) behavior.
As of R4.0.7, tail tag can only be used on cube-less bones. The pivot point of the bone should also be placed at the
back. The bones can be further configured by using the [Segment](/MythicMobs/mechanics/model/Segment) mechanic.
back. The bones can be further configured by using the [Segment](/Skills/Mechanics/Segment) mechanic.
<br><br>
......@@ -166,7 +166,7 @@ Player limb tags allow a model to use player skin and limb. You can recreate the
have multiple of the same parts.<br>
To create a player limb bone, create a bone that starts with one of the tags listed below. Any cubes inside these bones
will be ignored automatically.<br>
You can apply a skin to the bone using the [ModelPlayerSkin Mechanic](/MythicMobs/mechanics/model/ModelPlayerSkin)<br>
You can apply a skin to the bone using the [ModelPlayerSkin Mechanic](/Skills/Mechanics/ModelPlayerSkin)<br>
If you need some guide on how to create these bones, check out this [demo player model](../Assets/Demo/player_model.bbmodel) (right click and save link as).
> This is a modified version of Bradleyq's [Stable Player Display](https://github.com/bradleyq/stable_player_display).
> It requires core shader, works on vanilla, optifine and sodium, but does not work when modded shaders are used.<br>
......
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