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Custom Item animation allows items to have both 3rd person and 1st person animation. This is done by consuming custom client extension with custom rendering logic in Item#initializeClient
.
Defining custom client extension
First, create a implementation of IClientItemExtensions
. It can be either anonymous or named.
IClientItemExtensions extension = new IClientItemExtensions() { // ..... }
An instance of it should be consumed in Item#initializeClient
like this:
@Override public void initializeClient(Consumer<IClientItemExtensions> consumer) { consumer.accept(extension); }
Or you can define and consume implementation at same time:
@Override public void initializeClient(Consumer<IClientItemExtensions> consumer) { consumer.accept(new IClientItemExtensions() { // ..... }); }
Implementing first person Item Animation
In order to implmement first person Item Animation in IClientItemExtensions
, override #applyForgeHandTransform
IClientItemExtensions extension = new IClientItemExtensions() { @Override public boolean applyForgeHandTransform(PoseStack poseStack, LocalPlayer player, HumanoidArm arm, ItemStack itemInHand, float partialTick, float equipProcess, float swingProcess) { // Returning true in this method is recommended as it will prevent this item stack from being handled by vanilla rendering system, preventing additional unwanted transformations from being applied. } }
The applyForgeHandTransform
method's parameters are for:
PoseStack poseStack
: For stacking matrix poses. You can translate, rotate, scale item model with it.LocalPlayer player
: Main client player holding the item.HumanoidArm arm
: For distinguishing which arm is holding the item. It's either#LEFT
or#RIGHT
ItemStack itemInHand
:ItemStack
that player is holding. ItsItem
is always the customItem
that you're implementing animation for.float partialTick
: Value ranging from 0.0 to 1.0 for telling how much time has passed since last tick. If it's close to 0.0, it means current tick just started. If it's close to 1.0, it means current tick is almost over.float equipProcess
: Value ranging from 0.0 to 1.0. It's close to 0.0 when the sword gauge bar is full. It's close to 1.0 when sword gauge bar is low.Error creating thumbnail: Unable to save thumbnail to destinationfloat swingProcess
: Value ranging from 0.0 to 1.0 for telling animation progress. If it's exactly at 0.0, the animation is not playing. If it's just close to 0.0, animation has just started playing. If it's close to 1.0, the animation is almost over.
Here's example implementation:
@Override public void initializeClient(Consumer<IClientItemExtensions> consumer) { consumer.accept(new IClientItemExtensions() { @Override public boolean applyForgeHandTransform(PoseStack poseStack, LocalPlayer player, HumanoidArm arm, ItemStack itemInHand, float partialTick, float equipProcess, float swingProcess) { int i = arm == HumanoidArm.RIGHT ? 1 : -1; poseStack.translate(i * 0.56F, -0.52F, -0.72F); if (player.getUseItem() == itemInHand && player.isUsingItem()) { poseStack.translate(0.0, -0.05, 0.0); } return true; } }); }
Implementing third person Item Animation
Implementing third person Item Animation is done via defining custom HumanoidModel$ArmPose
and returning it in IClientItemExtensions#getArmPose
.
Defining custom ArmPose
Forge makes HumanoidModel$ArmPose
enum extensible, allowing you to create custom entries using HumanoidModel$ArmPose#create
.
private static final HumanoidModel.ArmPose EXAMPLE_POSE = HumanoidModel.ArmPose.create("EXAMPLE", false, (model, entity, arm) -> { if (arm == HumanoidArm.RIGHT) { model.rightArm.xRot = (float) (Math.random() * Math.PI * 2); } else { model.leftArm.xRot = (float) (Math.random() * Math.PI * 2); } });
create
takes in 3 arguments:
String name
: Name of the custom pose.boolean twoHanded
: Whether or not the animation should be two handed or single handed.IArmPoseTransformer forgeArmPose
: Functional interface for custom arm rendering logic.
after that, override IClientItemExtensions#getArmPose
so that it returns newly created enum entry.
@Override public HumanoidModel.ArmPose getArmPose(LivingEntity entityLiving, InteractionHand hand, ItemStack itemStack) { if (!itemStack.isEmpty()) { if (entityLiving.getUsedItemHand() == hand && entityLiving.getUseItemRemainingTicks() > 0) { return EXAMPLE_POSE; } } return HumanoidModel.ArmPose.EMPTY; }
It has additional check to ensure only play custom arm rendering logic when player is actually using this item.
Tying it all up
Combining both examples into single IClientItemExtensions
would look like this:
@Override public void initializeClient(Consumer<IClientItemExtensions> consumer) { consumer.accept(new IClientItemExtensions() { private static final HumanoidModel.ArmPose EXAMPLE_POSE = HumanoidModel.ArmPose.create("EXAMPLE", false, (model, entity, arm) -> { if (arm == HumanoidArm.RIGHT) { model.rightArm.xRot = (float) (Math.random() * Math.PI * 2); } else { model.leftArm.xRot = (float) (Math.random() * Math.PI * 2); } }); @Override public HumanoidModel.ArmPose getArmPose(LivingEntity entityLiving, InteractionHand hand, ItemStack itemStack) { if (!itemStack.isEmpty()) { if (entityLiving.getUsedItemHand() == hand && entityLiving.getUseItemRemainingTicks() > 0) { return EXAMPLE_POSE; } } return HumanoidModel.ArmPose.EMPTY; } @Override public boolean applyForgeHandTransform(PoseStack poseStack, LocalPlayer player, HumanoidArm arm, ItemStack itemInHand, float partialTick, float equipProcess, float swingProcess) { int i = arm == HumanoidArm.RIGHT ? 1 : -1; poseStack.translate(i * 0.56F, -0.52F, -0.72F); if (player.getUseItem() == itemInHand && player.isUsingItem()) { poseStack.translate(0.0, -0.05, 0.0); } return true; } }); }