Tags
Creators
Details
1.0
Compatibility
Required content
Changes
It's time, EMF has come a long way, in 9.5 months, and now seems to be very closely on parity with OptiFine CEM, seeing as it is not actually OptiFine there will always be some minor issues or discrepancies, please continue to report these as you find them. However on the whole EMF seems to be ready. Some things to note: EMF 1.0 is practically a different mod to the last beta 0.2.13 and the old private alpha, Almost the entire model creation code is different and almost all issues reported using old beta versions will be irrelevant going forwards. (especially if it is about broken models) With that being said, many GitHub issues have been left mostly ignored by me if the issue is something that I expected would be resolved passively during development, I'll be going through these in the coming months to weed out any now irrelevant issues.
(changes from last beta)
- Model creation has been completely rewritten & OptiFine CEM appears to be at parity in EMF and seems to be fully working for almost every single model
- large rework, reimplementation, and internalisation of animation code and model variant checking. preventing all occurrences of animation de-sync and fixing animations for all modded/replaced entities/models and block entities.
- various stability fixes to model variants including texture support.
- block entities fully supported
- physics mod compat can now choose to try render the vanilla model parts or the custom EMF model parts
- should no longer cause
part not foundcrashes or model failures - reduced the log message length of model loading errors
- fixed emf/ & mobName/mobName directory issues
- animations now support model part name hierarchy as in OptiFine. i.e
left_arm:hand:finger1works to separate partfinger1in theleft_armmodel group from theright_armone - warnings added to the "prevent model overrides" setting prompting users to disable setting if it causes crashes or to warn users of models being modified by other mods
- added OptiFine name format support for all previously missing entities including sniffer and camel and block entities
- added support for render variables in animations
e.g. render.shadow_size - expanded animation model variable support to block entities, seemingly matching OptiFines output for these.
- block entity animations support variables "var.???"
- added various render modes for custom parts,
NORMAL, GREEN FLASHING, WIREFRAME, OFF, will not affect vanilla parts. - so much more I've probably forgotten some.
- removed now unnecessary config settings
- leaving the config screen now only triggers a resource reload if a setting has been changed
- added a random entity display to the config screen
- various minor optimizations and code cleanups
- countless fixes caused by the previous beta not having OptiFine parity
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:4I1XuqiY:r0UjM8gx"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:4I1XuqiY:r0UjM8gx"
}![[EMF] Entity Model Features](https://cdn.modrinth.com/data/4I1XuqiY/6e5bbd0d06b1741bfdab6c0cfab6de8fdaf0064c_96.webp)


