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0.2.11
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0.2.11
Did someone say mod compatibility?
This update adds a few features regarding EMF and other mods the most notable of which being an initial trial of modded entity support.
The following rules for modded entities are subject to change at any time during the beta.
As a rule of thumb all modded entities jem files will need to be placed at optifine/cem/modded/{NAMESPACE}/{MOBNAME}.jem
To see if a modded entity can be altered by EMF enable the option to print modded entity model details to the game log,
if it shows up in the log it will give you the .jem file path and all the root part names and their default values to work with.
If the mod creator for some reason gave the entity a different type name from its model name they will not currently animate, I have some plans for this eventually.
Secondly this change opens up the entirety of the minecraft entity model loading system to be customized via jem files safely without restriction,
for example I have yet to add any code specifically to model or animate signs but the modded printout option will reveal that
optifine/cem/sign/oak.jem is a detected valid model file for signs now, this will be true for many unexpected vanilla models
such as elytra and block entities. HOWEVER if they appear in this printout it means they are effectively "unknown" models,
they DO NOT yet use the OptiFine part names and are very unlikely to animate.
The OptiFine part names are something I need to add manually because they differ from the internal code names.
And all of these modded or unknown models that are not the main model of a LivingEntity need to have animation support manually added in the code.
There is also a new option, enabled by default, to try and force the game to use the CEM models for vanilla entities even if another mod has tried to replace them, I'm not too sure how well this will work with all mods, but it seems to work nicely with the few I've tested with
- added modded entity support and, as a byproduct, "model only" support for every single entity model in the vanilla game
- added an option to print out part_name and default pivot/rotation/scale details for all modded or unknown entity models
- added an option to try and force
EMFmodels to not be overridden by other mods (probably won't work with all mods) - fixed several issues with variant models breaking (random models feature)
- fixed vanilla model rendering option not working on forge
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:yHUWdpcz"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:4I1XuqiY:yHUWdpcz"
}![[EMF] Entity Model Features](https://cdn.modrinth.com/data/4I1XuqiY/6e5bbd0d06b1741bfdab6c0cfab6de8fdaf0064c_96.webp)

