Tags
Creators
Details
Licensed LGPL-3.0-only
Published 3 years ago
Updated 1 hour ago
All versions
3.3-fabric-1.21.4
Release
3.3-fabric-1.21.45 hours ago 127
Compatibility
Minecraft: Java Edition
1.21.4
Platforms
Fabric
Quilt
Supported environments
Client-side
Required content
Any compatible version
Changes
- fixed several model exporting issues, including missing parts, wrong rotations, missing mirrored uvs, and rabbit/axolotl legs on 26.1+
- fixed block entity models breaking in the latest versions
- fixed vex & allay items not matching animated arm positions
- fixed
render.shadow_size,render.shadow_opacity,render.shadow_offset_x,render.shadow_offset_z - added
render.fire_x,render.fire_y,render.fire_zanimation variables for controlling the fire rendering position on entities - added
render.fire_scale,render.fire_heightanimation variables for controlling the fire rendering scale and height on entities - fixed
render.leash_offset_x,render.leash_offset_y,render.leash_offset_z - added
render.leash_holder_offset_x,render.leash_holder_offset_y,render.leash_holder_offset_zwhich do the same as above but affect the holding entity instead of the leashed entity - added
render.<LEASH_OFFSET_TYPE>_1,render.<LEASH_OFFSET_TYPE>_2,render.<LEASH_OFFSET_TYPE>_3,render.<LEASH_OFFSET_TYPE>_4 - these can apply to any of the x,y,z or holder and normal leash offset values and allows you to modify the quad leash offsets used by ghasts and boats, and any other entity that uses a quad leash connection
- Note: if the _1 .. _4 variants aren't used then the regular x,y,z offset can be used instead applied to all 4 positions
- improved and fixed item attachment handling
- added new item/block attachment points for models:
head_item(Almost all humanoid models with a head armor slot, including player)sulfur_cube_block(sulfur_cube internal block) (This one is special as it will be active by default, toggleable in settings)enderman_blockvillager_itemwitch_itempanda_itemdolphin_itemfox_item- fixed debug outline rendering not outlining everything
- fixed 26.2 neoforge iris compatibility not working causing excess animation during the shadow pass
- fixed first person arm rendering with sleeves even when turned off in the settings
- fixed first person arm animations with some other mods hand rendering
- fixed several issues relating to layered or held models desyncing with or breaking the base model e.g. held tridents possibly breaking the player model
- added new boolean animation variables
is_player_first_person,is_player_third_person,is_player_third_person_reversed - added animation hooks to the
EMFAnimationAPIto allow other mods to act before and after EMF animation, and even cancel it - bumped
EMFAnimationAPIversion to 10 - fixed Essential mod emote's pausing player animations
- fixed Essential mod cosmetics not animating properly with first person hand animations
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:aJhPmQZE"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:4I1XuqiY:aJhPmQZE"
}![[EMF] Entity Model Features](https://cdn.modrinth.com/data/4I1XuqiY/6e5bbd0d06b1741bfdab6c0cfab6de8fdaf0064c_96.webp)

