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Plugins Model Engine—Ultimate Entity Model Manager [1.19.4 - 1.21.1]
Version: R4.0.8
- Author ArteffCods
- Creation date
Bug Fix:
- Fixed hitboxes not applied on persistent models
- Fixed death animation not playing when no other animations are playing while dying
- Fixed OBB not working on 1.20.5+
- Fixed entity interaction range using BlockInteractionRange instead of EntityInteractionRange
- Fixed `interactmount` attribute of `mountmodel` mechanic not used
- Fixed models saving multiple times on disable, causing insanely long shutdown time
- Fixed plugin sending empty bundle packets
- Fixed client-side model jitter (as well as possible)
- Fixed plugin not loading on Java 17
- Fixed resource pack warnings on old versions
- Fixed incorrect leash position on 1.21+ (thanks Mojang)
- Fixed leash position lagging behind models
- Fixed potion effects on players not removed when expired
- Fixed players suddenly start jittering and teleporting around
- Fixed discontinuous frames not parsed correctly
- Fixed velocity changes not applied to disguised players
- Fixed model rotation not updated when no players are in range
Changes:
- Nametags are now Text Displays
- Model updaters now use a different system, allowing better load balancing and more stable ticking
- `model` mechanic defaults `step` to null, which uses the mobs' original step height
- Expanded `syncyaw` mechanic to sync between any yaw type (`yaw`, `body` and `head`)
New Features:
- 1.21.3 & 1.21.4 support
- Cubes no longer have angle limit. For <=1.21.3, additional bones would be spawned. >=1.21.4 will not add more entities
- Semi-legal cubes now auto fixes itself (such as 67.5 and 90 degree cubes)
- Support for MM ModelEngine bullet
- Added Multi-base-item generation
- AnimateModel Mechanic, allows controlling bone transform through skills
- Added position root motion, allows animating mob movement through model animations
- Added `child` attribute to `brightness`, `enchant`, `glow`, `partvis`, and `tint` mechanics
- Improved custom model parsing API
- Improved custom bone behavior parsing API
- Added `skipLastFrame` attribute to state mechanic
- Textures with names containing illegal characters would now fix itself by generating a UUID as the name
- Animation LOD system. Models will send less update to viewers further away from them