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Part bones are the bones used to render the model. All bones are this type by default.
Hitbox
This is a bone that has the name format hitbox. This bone will be rendered as a hitboxes with the given size. Hitboxes move with animations just like all the other bones, allowing for precise hitboxes. Any number of hitboxes can exist.
Nametag
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
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
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
Seat bones are where the riding entity will sit. One bone can be this type, and it is called seat.