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enim's Issues

Default entity rotation like block models

Useful for models where the same element is in different orientations, like boats and minecarts, without resorting to "static" idle animations. This could probably be implemented through the Render class.

Armor models

Current implementation uses model layers, one layer per ArmorMaterial per armor slot per RenderState.

ENIM To-Do List

Features:
-Add the rest of the animations (swimming, jumping, attack, damage, interaction)
-Additional custom animation types / predicates
-Texture layers (armor / sheep wool -- multiple texture binding?)
-Health-based angles (wolf tail)
-Held item positioning (bipeds -- most likely specify left / right arms)
-Armor models (Register armor items / armor types)
-Server compatibility (entity timers, etc.)
-Sinusoidal animation with adjustable periods
-Translation support for animations (blaze)

Aesthetics:
-Entity texture animations (using .mcmeta format)
-Multipart (for specifying layers easily)
-Default texture and transformations in entitystate file
-Scale, possibly rotation overrides in child models

Player Models

Player models throw a spanner right in the works because of custom skins. Minecraft skins must be a fixed resolution, and custom models have to use the same texture mapping as the default (otherwise users without ENIM will see a jumbled mess).

Thoughts for the future:

  • Should be compatible with the existing Minecraft skin servers.
  • Therefore player model base layer must have the same texture mapping.
  • Player models cannot be customized arbitrarily without breaking rule 1 / 2. At best they can be extended to include more than Steve/Alex, or add onto Steve/Alex.
  • Player animations can be customized to heart's content, but will not be visible to other players without RGBA hackery.
  • Should be able to be disabled so ENIM can work with other player model mods.

There is currently no set date for this feature and it will only be added if the mod picks up popularity (or if I really want to add it).

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