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