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Creators
Details
Licensed ARR
Published 6 months ago
Updated 3 months ago
All versions
0.4.0
Beta
Mannequin 0.4.04 months ago 1,034
Uploaded by
Compatibility
Minecraft: Java Edition
1.21.11
Platform
Fabric
Supported environments
Client and server
Required content
Any compatible version
Any compatible version
Changes
Main Changes
- Rework of the Mannequin editor! It has been reworked from the ground up to provide a much more polished user experience, and has received many improvements:
- Added per-limb locking, along with a red-colored outline to make locked limbs much clearer.
- Position, rotation, and scale input boxes can now be adjusted by holding down and dragging your mouse left or right.
- Added scale snapping, allowing for much more precise scaling adjustments with both the slider and input box.
- Scale limit has been increased from 5x to 25x.
- Items now get their own separate and much easier to navigate Item Settings menu (where applicable), including a live preview while editing settings.
- Model variants, along with default models, now get their own previews as well.
- Previews now fit each model much more accurately, taking their actual in-world rendered geometry into account.
- Elytra wing spread can now be adjusted more precisely, from
0(fully folded) to1(fully spread). - All search boxes in the new editor now support tab autocomplete by typing @ followed by the relevant query, allowing for much faster searching across large mod lists.
- You can now favorite Skins & Models, which will appear at the top of the list for easier access later.
- Cape support! Currently limited to the cape the corresponding user is actively wearing.
- You can now switch skin type independently of the original skin's type.
- Villager & Zombie Villager professions have been split off to reduce cognitive load and allow for base villager variants with different professions.
- Colossal
.bbmodelcompatibility improvements! You should now expect the large majority of your models to work correctly.- Tested across a suite of ~30 Bedrock models and ~15 generic/Java ones, all producing correct results.
- Switched back to a much more precise and optimized CPU-based version of our selection algorithm.
- Compatibility with RenderScale has now been restored.
- Crowd selection no longer skips entities during frame spikes or lag, meaning all entities in-between will now always be included correctly.
- Outline algorithm has been completely rewritten, and is now much more precise!
- Added a faint color overlay matching the outline color for improved visual separation.
- Includes a white limb hover overlay, very similar to Blockbench.
- Both the outline and overlay are once again visible through walls.
- The outline now scales as you fly away, making it much easier to see at long distances.
- 2D textured limbs now render proper outlines from both sides.
- Iris Shaders should now be compatible with the algorithm across almost all shaders.
- Added a faint color overlay matching the outline color for improved visual separation.
Fixes & Improvements
- Villager entity features (clothing) now render correctly.
- Shields now render their enchantment glint properly.
- Mimic from Artifacts mod now renders correctly.
- Ender Dragon limb rotation and movement behavior has been improved to behave much closer to what users would naturally expect.
- Removed the broken "Pale Wolf" variant.
- Arrows used to change previews in the Export Scene (
F7) screen no longer move while cycling between previews. - Right-clicking no longer triggers a new selection when an existing limb is already selected, instead simply opening the Editor. If nothing is selected, it falls back to Root.
- Fixed an issue where
0.25 × 0.25hitboxes remained server-side despite being recalculated correctly on the client, causing entities to become blacked out in the lighting engine. - Fixed visual glitches with armor trims when using ImmediatelyFast.
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:88Dqb66a:UxJauSQx"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:88Dqb66a:UxJauSQx"
}

