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Bone Types
Part bones are the bones used to render the model. All bones are this type by default.
This is a bone that contains the string hitbox
in its name. The hitbox bone must contain one cube, which defines the area of the hitbox.
This bone is used to display names, or a health bar over entities. This bone is optional, and only one can exist. Bones will become this type when given the name nametag
.
VFX bones are used for animations. No entity is created for this bone type. Bones of this type can have their location queried from the model, using Point getVFX(String name);
. This bone is primarily used for animation effects. In the demo, there is an example attack which uses vfx bones to create particles when the attack is run.
Head bones are for a head that move separately from the body. Name this bone head
. To set the head bone rotation, use setHeadRotation
on your extended GenericModelImpl
object.
Seat bones are where the riding entity will sit. One bone can be this type, and it is called seat
.