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Résolu Changer la taille du joueur

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  • FeedBack
    FeedBack dernière édition par 13 août 2020, 15:35

    Bonjour !
    J’ai regardé le tuto de Gugu (si j’écorche pas son nom :D) mais vu qu’il est fait pour la 1.9, il ne marche pas en 1.12 😕
    Si quelqu’un a une idée, merci ^^

    1 réponse Dernière réponse Répondre Citer 0
    • S
      sportday24 dernière édition par 13 août 2020, 21:36

      Voici le code pour 1.12.2

      package ml.test.sportday;
      import net.minecraft.client.entity.AbstractClientPlayer;
      import net.minecraft.client.model.ModelBiped;
      import net.minecraft.client.model.ModelPlayer;
      import net.minecraft.client.renderer.GlStateManager;
      import net.minecraft.client.renderer.entity.RenderLivingBase;
      import net.minecraft.client.renderer.entity.RenderManager;
      import net.minecraft.client.renderer.entity.RenderPlayer;
      import net.minecraft.client.renderer.entity.layers.LayerArrow;
      import net.minecraft.client.renderer.entity.layers.LayerBipedArmor;
      import net.minecraft.client.renderer.entity.layers.LayerCape;
      import net.minecraft.client.renderer.entity.layers.LayerCustomHead;
      import net.minecraft.client.renderer.entity.layers.LayerDeadmau5Head;
      import net.minecraft.client.renderer.entity.layers.LayerElytra;
      import net.minecraft.client.renderer.entity.layers.LayerEntityOnShoulder;
      import net.minecraft.client.renderer.entity.layers.LayerHeldItem;
      import net.minecraft.entity.player.EnumPlayerModelParts;
      import net.minecraft.item.EnumAction;
      import net.minecraft.item.ItemStack;
      import net.minecraft.scoreboard.Score;
      import net.minecraft.scoreboard.ScoreObjective;
      import net.minecraft.scoreboard.Scoreboard;
      import net.minecraft.util.EnumHandSide;
      import net.minecraft.util.ResourceLocation;
      import net.minecraft.util.math.MathHelper;
      import net.minecraft.util.math.Vec3d;
      import net.minecraftforge.fml.relauncher.Side;
      import net.minecraftforge.fml.relauncher.SideOnly;
      @SideOnly(Side.CLIENT)
      public class RenderCustomPlayer extends RenderLivingBase<AbstractClientPlayer>
      {
      /** this field is used to indicate the 3-pixel wide arms */
      private final boolean smallArms;
      public RenderCustomPlayer(RenderManager renderManager)
      {
      this(renderManager, false);
      }
      public RenderCustomPlayer(RenderManager renderManager, boolean useSmallArms)
      {
      super(renderManager, new ModelCustomPlayer(0.0F, useSmallArms), 0.5F);
      this.smallArms = useSmallArms;
      this.addLayer(new LayerBipedArmor(this));
      this.addLayer(new LayerHeldItem(this));
      this.addLayer(new LayerArrow(this));
      this.addLayer(new LayerCustomHead(this.getMainModel().bipedHead));
      this.addLayer(new LayerElytra(this));
      this.addLayer(new LayerEntityOnShoulder(renderManager));
      }
      public ModelPlayer getMainModel()
      {
      return (ModelPlayer)super.getMainModel();
      }
      /**
      * Renders the desired {@code T} type Entity.
      */
      public void doRender(AbstractClientPlayer entity, double x, double y, double z, float entityYaw, float partialTicks)
      {
      if (!entity.isUser() || this.renderManager.renderViewEntity == entity)
      {
      double d0 = y;
      if (entity.isSneaking())
      {
      d0 = y - 0.125D;
      }
      this.setModelVisibilities(entity);
      GlStateManager.enableBlendProfile(GlStateManager.Profile.PLAYER_SKIN);
      super.doRender(entity, x, d0, z, entityYaw, partialTicks);
      GlStateManager.disableBlendProfile(GlStateManager.Profile.PLAYER_SKIN);
      }
      //net.minecraftforge.common.MinecraftForge.EVENT_BUS.post(new net.minecraftforge.client.event.RenderPlayerEvent.Post(entity, this, partialTicks, x, y, z));
      }
      private void setModelVisibilities(AbstractClientPlayer clientPlayer)
      {
      ModelPlayer modelplayer = this.getMainModel();
      if (clientPlayer.isSpectator())
      {
      modelplayer.setVisible(false);
      modelplayer.bipedHead.showModel = true;
      modelplayer.bipedHeadwear.showModel = true;
      }
      else
      {
      ItemStack itemstack = clientPlayer.getHeldItemMainhand();
      ItemStack itemstack1 = clientPlayer.getHeldItemOffhand();
      modelplayer.setVisible(true);
      modelplayer.bipedHeadwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.HAT);
      modelplayer.bipedBodyWear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.JACKET);
      modelplayer.bipedLeftLegwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.LEFT_PANTS_LEG);
      modelplayer.bipedRightLegwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.RIGHT_PANTS_LEG);
      modelplayer.bipedLeftArmwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.LEFT_SLEEVE);
      modelplayer.bipedRightArmwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.RIGHT_SLEEVE);
      modelplayer.isSneak = clientPlayer.isSneaking();
      ModelBiped.ArmPose modelbiped$armpose = ModelBiped.ArmPose.EMPTY;
      ModelBiped.ArmPose modelbiped$armpose1 = ModelBiped.ArmPose.EMPTY;
      if (!itemstack.isEmpty())
      {
      modelbiped$armpose = ModelBiped.ArmPose.ITEM;
      if (clientPlayer.getItemInUseCount() > 0)
      {
      EnumAction enumaction = itemstack.getItemUseAction();
      if (enumaction == EnumAction.BLOCK)
      {
      modelbiped$armpose = ModelBiped.ArmPose.BLOCK;
      }
      else if (enumaction == EnumAction.BOW)
      {
      modelbiped$armpose = ModelBiped.ArmPose.BOW_AND_ARROW;
      }
      }
      }
      if (!itemstack1.isEmpty())
      {
      modelbiped$armpose1 = ModelBiped.ArmPose.ITEM;
      if (clientPlayer.getItemInUseCount() > 0)
      {
      EnumAction enumaction1 = itemstack1.getItemUseAction();
      if (enumaction1 == EnumAction.BLOCK)
      {
      modelbiped$armpose1 = ModelBiped.ArmPose.BLOCK;
      }
      // FORGE: fix MC-88356 allow offhand to use bow and arrow animation
      else if (enumaction1 == EnumAction.BOW)
      {
      modelbiped$armpose1 = ModelBiped.ArmPose.BOW_AND_ARROW;
      }
      }
      }
      if (clientPlayer.getPrimaryHand() == EnumHandSide.RIGHT)
      {
      modelplayer.rightArmPose = modelbiped$armpose;
      modelplayer.leftArmPose = modelbiped$armpose1;
      }
      else
      {
      modelplayer.rightArmPose = modelbiped$armpose1;
      modelplayer.leftArmPose = modelbiped$armpose;
      }
      }
      }
      /**
      * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
      */
      public ResourceLocation getEntityTexture(AbstractClientPlayer entity)
      {
      return entity.getLocationSkin();
      }
      public void transformHeldFull3DItemLayer()
      {
      GlStateManager.translate(0.0F, 0.1875F, 0.0F);
      }
      /**
      * Allows the render to do state modifications necessary before the model is rendered.
      */
      protected void preRenderCallback(AbstractClientPlayer entitylivingbaseIn, float partialTickTime)
      {
      float f = 0.9375F;
      GlStateManager.scale(0.9375F, 0.9375F, 0.9375F);
      }
      protected void renderEntityName(AbstractClientPlayer entityIn, double x, double y, double z, String name, double distanceSq)
      {
      if (distanceSq < 100.0D)
      {
      Scoreboard scoreboard = entityIn.getWorldScoreboard();
      ScoreObjective scoreobjective = scoreboard.getObjectiveInDisplaySlot(2);
      if (scoreobjective != null)
      {
      Score score = scoreboard.getOrCreateScore(entityIn.getName(), scoreobjective);
      this.renderLivingLabel(entityIn, score.getScorePoints() + " " + scoreobjective.getDisplayName(), x, y, z, 64);
      y += (double)((float)this.getFontRendererFromRenderManager().FONT_HEIGHT * 1.15F * 0.025F);
      }
      }
      super.renderEntityName(entityIn, x, y, z, name, distanceSq);
      }
      public void renderRightArm(AbstractClientPlayer clientPlayer)
      {
      float f = 1.0F;
      GlStateManager.color(1.0F, 1.0F, 1.0F);
      float f1 = 0.0625F;
      ModelPlayer modelplayer = this.getMainModel();
      this.setModelVisibilities(clientPlayer);
      GlStateManager.enableBlend();
      modelplayer.swingProgress = 0.0F;
      modelplayer.isSneak = false;
      modelplayer.setRotationAngles(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, clientPlayer);
      modelplayer.bipedRightArm.rotateAngleX = 0.0F;
      modelplayer.bipedRightArm.render(0.0625F);
      modelplayer.bipedRightArmwear.rotateAngleX = 0.0F;
      modelplayer.bipedRightArmwear.render(0.0625F);
      GlStateManager.disableBlend();
      }
      public void renderLeftArm(AbstractClientPlayer clientPlayer)
      {
      float f = 1.0F;
      GlStateManager.color(1.0F, 1.0F, 1.0F);
      float f1 = 0.0625F;
      ModelPlayer modelplayer = this.getMainModel();
      this.setModelVisibilities(clientPlayer);
      GlStateManager.enableBlend();
      modelplayer.isSneak = false;
      modelplayer.swingProgress = 0.0F;
      modelplayer.setRotationAngles(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, clientPlayer);
      modelplayer.bipedLeftArm.rotateAngleX = 0.0F;
      modelplayer.bipedLeftArm.render(0.0625F);
      modelplayer.bipedLeftArmwear.rotateAngleX = 0.0F;
      modelplayer.bipedLeftArmwear.render(0.0625F);
      GlStateManager.disableBlend();
      }
      /**
      * Sets a simple glTranslate on a LivingEntity.
      */
      protected void renderLivingAt(AbstractClientPlayer entityLivingBaseIn, double x, double y, double z)
      {
      if (entityLivingBaseIn.isEntityAlive() && entityLivingBaseIn.isPlayerSleeping())
      {
      super.renderLivingAt(entityLivingBaseIn, x + (double)entityLivingBaseIn.renderOffsetX, y + (double)entityLivingBaseIn.renderOffsetY, z + (double)entityLivingBaseIn.renderOffsetZ);
      }
      else
      {
      super.renderLivingAt(entityLivingBaseIn, x, y, z);
      }
      }
      protected void applyRotations(AbstractClientPlayer entityLiving, float p_77043_2_, float rotationYaw, float partialTicks)
      {
      if (entityLiving.isEntityAlive() && entityLiving.isPlayerSleeping())
      {
      GlStateManager.rotate(entityLiving.getBedOrientationInDegrees(), 0.0F, 1.0F, 0.0F);
      GlStateManager.rotate(this.getDeathMaxRotation(entityLiving), 0.0F, 0.0F, 1.0F);
      GlStateManager.rotate(270.0F, 0.0F, 1.0F, 0.0F);
      }
      else if (entityLiving.isElytraFlying())
      {
      super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks);
      float f = (float)entityLiving.getTicksElytraFlying() + partialTicks;
      float f1 = MathHelper.clamp(f * f / 100.0F, 0.0F, 1.0F);
      GlStateManager.rotate(f1 * (-90.0F - entityLiving.rotationPitch), 1.0F, 0.0F, 0.0F);
      Vec3d vec3d = entityLiving.getLook(partialTicks);
      double d0 = entityLiving.motionX * entityLiving.motionX + entityLiving.motionZ * entityLiving.motionZ;
      double d1 = vec3d.x * vec3d.x + vec3d.z * vec3d.z;
      if (d0 > 0.0D && d1 > 0.0D)
      {
      double d2 = (entityLiving.motionX * vec3d.x + entityLiving.motionZ * vec3d.z) / (Math.sqrt(d0) * Math.sqrt(d1));
      double d3 = entityLiving.motionX * vec3d.z - entityLiving.motionZ * vec3d.x;
      GlStateManager.rotate((float)(Math.signum(d3) * Math.acos(d2)) * 180.0F / (float)Math.PI, 0.0F, 1.0F, 0.0F);
      }
      }
      else
      {
      super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks);
      }
      }
      }
      package ml.test.sportday;
      
      import net.minecraft.client.model.ModelPlayer;
      import net.minecraft.entity.Entity;
      
      public class ModelCustomPlayer extends ModelPlayer {
      	 
          public ModelCustomPlayer(float modelSize, boolean smallArmsIn) {
          super(modelSize, smallArmsIn);
          }
       
          @Override
          public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
          {
              super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
              copyModelAngles(this.bipedLeftLeg, this.bipedLeftLegwear);
              copyModelAngles(this.bipedRightLeg, this.bipedRightLegwear);
              copyModelAngles(this.bipedLeftArm, this.bipedLeftArmwear);
              copyModelAngles(this.bipedRightArm, this.bipedRightArmwear);
              copyModelAngles(this.bipedBody, this.bipedBodyWear);
       
              this.bipedLeftArm.rotateAngleZ = -0.5f;
              this.bipedRightArm.rotateAngleZ = 1.9f;
              this.bipedLeftLeg.rotateAngleZ = -0.9f;
              this.bipedRightLeg.rotateAngleZ = 0.1f;
          }
      }
      
      FeedBack 1 réponse Dernière réponse 13 août 2020, 21:41 Répondre Citer 1
      • S
        sportday24 dernière édition par 13 août 2020, 21:36

        Voici le code pour 1.12.2

        package ml.test.sportday;
        import net.minecraft.client.entity.AbstractClientPlayer;
        import net.minecraft.client.model.ModelBiped;
        import net.minecraft.client.model.ModelPlayer;
        import net.minecraft.client.renderer.GlStateManager;
        import net.minecraft.client.renderer.entity.RenderLivingBase;
        import net.minecraft.client.renderer.entity.RenderManager;
        import net.minecraft.client.renderer.entity.RenderPlayer;
        import net.minecraft.client.renderer.entity.layers.LayerArrow;
        import net.minecraft.client.renderer.entity.layers.LayerBipedArmor;
        import net.minecraft.client.renderer.entity.layers.LayerCape;
        import net.minecraft.client.renderer.entity.layers.LayerCustomHead;
        import net.minecraft.client.renderer.entity.layers.LayerDeadmau5Head;
        import net.minecraft.client.renderer.entity.layers.LayerElytra;
        import net.minecraft.client.renderer.entity.layers.LayerEntityOnShoulder;
        import net.minecraft.client.renderer.entity.layers.LayerHeldItem;
        import net.minecraft.entity.player.EnumPlayerModelParts;
        import net.minecraft.item.EnumAction;
        import net.minecraft.item.ItemStack;
        import net.minecraft.scoreboard.Score;
        import net.minecraft.scoreboard.ScoreObjective;
        import net.minecraft.scoreboard.Scoreboard;
        import net.minecraft.util.EnumHandSide;
        import net.minecraft.util.ResourceLocation;
        import net.minecraft.util.math.MathHelper;
        import net.minecraft.util.math.Vec3d;
        import net.minecraftforge.fml.relauncher.Side;
        import net.minecraftforge.fml.relauncher.SideOnly;
        @SideOnly(Side.CLIENT)
        public class RenderCustomPlayer extends RenderLivingBase<AbstractClientPlayer>
        {
        /** this field is used to indicate the 3-pixel wide arms */
        private final boolean smallArms;
        public RenderCustomPlayer(RenderManager renderManager)
        {
        this(renderManager, false);
        }
        public RenderCustomPlayer(RenderManager renderManager, boolean useSmallArms)
        {
        super(renderManager, new ModelCustomPlayer(0.0F, useSmallArms), 0.5F);
        this.smallArms = useSmallArms;
        this.addLayer(new LayerBipedArmor(this));
        this.addLayer(new LayerHeldItem(this));
        this.addLayer(new LayerArrow(this));
        this.addLayer(new LayerCustomHead(this.getMainModel().bipedHead));
        this.addLayer(new LayerElytra(this));
        this.addLayer(new LayerEntityOnShoulder(renderManager));
        }
        public ModelPlayer getMainModel()
        {
        return (ModelPlayer)super.getMainModel();
        }
        /**
        * Renders the desired {@code T} type Entity.
        */
        public void doRender(AbstractClientPlayer entity, double x, double y, double z, float entityYaw, float partialTicks)
        {
        if (!entity.isUser() || this.renderManager.renderViewEntity == entity)
        {
        double d0 = y;
        if (entity.isSneaking())
        {
        d0 = y - 0.125D;
        }
        this.setModelVisibilities(entity);
        GlStateManager.enableBlendProfile(GlStateManager.Profile.PLAYER_SKIN);
        super.doRender(entity, x, d0, z, entityYaw, partialTicks);
        GlStateManager.disableBlendProfile(GlStateManager.Profile.PLAYER_SKIN);
        }
        //net.minecraftforge.common.MinecraftForge.EVENT_BUS.post(new net.minecraftforge.client.event.RenderPlayerEvent.Post(entity, this, partialTicks, x, y, z));
        }
        private void setModelVisibilities(AbstractClientPlayer clientPlayer)
        {
        ModelPlayer modelplayer = this.getMainModel();
        if (clientPlayer.isSpectator())
        {
        modelplayer.setVisible(false);
        modelplayer.bipedHead.showModel = true;
        modelplayer.bipedHeadwear.showModel = true;
        }
        else
        {
        ItemStack itemstack = clientPlayer.getHeldItemMainhand();
        ItemStack itemstack1 = clientPlayer.getHeldItemOffhand();
        modelplayer.setVisible(true);
        modelplayer.bipedHeadwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.HAT);
        modelplayer.bipedBodyWear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.JACKET);
        modelplayer.bipedLeftLegwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.LEFT_PANTS_LEG);
        modelplayer.bipedRightLegwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.RIGHT_PANTS_LEG);
        modelplayer.bipedLeftArmwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.LEFT_SLEEVE);
        modelplayer.bipedRightArmwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.RIGHT_SLEEVE);
        modelplayer.isSneak = clientPlayer.isSneaking();
        ModelBiped.ArmPose modelbiped$armpose = ModelBiped.ArmPose.EMPTY;
        ModelBiped.ArmPose modelbiped$armpose1 = ModelBiped.ArmPose.EMPTY;
        if (!itemstack.isEmpty())
        {
        modelbiped$armpose = ModelBiped.ArmPose.ITEM;
        if (clientPlayer.getItemInUseCount() > 0)
        {
        EnumAction enumaction = itemstack.getItemUseAction();
        if (enumaction == EnumAction.BLOCK)
        {
        modelbiped$armpose = ModelBiped.ArmPose.BLOCK;
        }
        else if (enumaction == EnumAction.BOW)
        {
        modelbiped$armpose = ModelBiped.ArmPose.BOW_AND_ARROW;
        }
        }
        }
        if (!itemstack1.isEmpty())
        {
        modelbiped$armpose1 = ModelBiped.ArmPose.ITEM;
        if (clientPlayer.getItemInUseCount() > 0)
        {
        EnumAction enumaction1 = itemstack1.getItemUseAction();
        if (enumaction1 == EnumAction.BLOCK)
        {
        modelbiped$armpose1 = ModelBiped.ArmPose.BLOCK;
        }
        // FORGE: fix MC-88356 allow offhand to use bow and arrow animation
        else if (enumaction1 == EnumAction.BOW)
        {
        modelbiped$armpose1 = ModelBiped.ArmPose.BOW_AND_ARROW;
        }
        }
        }
        if (clientPlayer.getPrimaryHand() == EnumHandSide.RIGHT)
        {
        modelplayer.rightArmPose = modelbiped$armpose;
        modelplayer.leftArmPose = modelbiped$armpose1;
        }
        else
        {
        modelplayer.rightArmPose = modelbiped$armpose1;
        modelplayer.leftArmPose = modelbiped$armpose;
        }
        }
        }
        /**
        * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
        */
        public ResourceLocation getEntityTexture(AbstractClientPlayer entity)
        {
        return entity.getLocationSkin();
        }
        public void transformHeldFull3DItemLayer()
        {
        GlStateManager.translate(0.0F, 0.1875F, 0.0F);
        }
        /**
        * Allows the render to do state modifications necessary before the model is rendered.
        */
        protected void preRenderCallback(AbstractClientPlayer entitylivingbaseIn, float partialTickTime)
        {
        float f = 0.9375F;
        GlStateManager.scale(0.9375F, 0.9375F, 0.9375F);
        }
        protected void renderEntityName(AbstractClientPlayer entityIn, double x, double y, double z, String name, double distanceSq)
        {
        if (distanceSq < 100.0D)
        {
        Scoreboard scoreboard = entityIn.getWorldScoreboard();
        ScoreObjective scoreobjective = scoreboard.getObjectiveInDisplaySlot(2);
        if (scoreobjective != null)
        {
        Score score = scoreboard.getOrCreateScore(entityIn.getName(), scoreobjective);
        this.renderLivingLabel(entityIn, score.getScorePoints() + " " + scoreobjective.getDisplayName(), x, y, z, 64);
        y += (double)((float)this.getFontRendererFromRenderManager().FONT_HEIGHT * 1.15F * 0.025F);
        }
        }
        super.renderEntityName(entityIn, x, y, z, name, distanceSq);
        }
        public void renderRightArm(AbstractClientPlayer clientPlayer)
        {
        float f = 1.0F;
        GlStateManager.color(1.0F, 1.0F, 1.0F);
        float f1 = 0.0625F;
        ModelPlayer modelplayer = this.getMainModel();
        this.setModelVisibilities(clientPlayer);
        GlStateManager.enableBlend();
        modelplayer.swingProgress = 0.0F;
        modelplayer.isSneak = false;
        modelplayer.setRotationAngles(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, clientPlayer);
        modelplayer.bipedRightArm.rotateAngleX = 0.0F;
        modelplayer.bipedRightArm.render(0.0625F);
        modelplayer.bipedRightArmwear.rotateAngleX = 0.0F;
        modelplayer.bipedRightArmwear.render(0.0625F);
        GlStateManager.disableBlend();
        }
        public void renderLeftArm(AbstractClientPlayer clientPlayer)
        {
        float f = 1.0F;
        GlStateManager.color(1.0F, 1.0F, 1.0F);
        float f1 = 0.0625F;
        ModelPlayer modelplayer = this.getMainModel();
        this.setModelVisibilities(clientPlayer);
        GlStateManager.enableBlend();
        modelplayer.isSneak = false;
        modelplayer.swingProgress = 0.0F;
        modelplayer.setRotationAngles(0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F, clientPlayer);
        modelplayer.bipedLeftArm.rotateAngleX = 0.0F;
        modelplayer.bipedLeftArm.render(0.0625F);
        modelplayer.bipedLeftArmwear.rotateAngleX = 0.0F;
        modelplayer.bipedLeftArmwear.render(0.0625F);
        GlStateManager.disableBlend();
        }
        /**
        * Sets a simple glTranslate on a LivingEntity.
        */
        protected void renderLivingAt(AbstractClientPlayer entityLivingBaseIn, double x, double y, double z)
        {
        if (entityLivingBaseIn.isEntityAlive() && entityLivingBaseIn.isPlayerSleeping())
        {
        super.renderLivingAt(entityLivingBaseIn, x + (double)entityLivingBaseIn.renderOffsetX, y + (double)entityLivingBaseIn.renderOffsetY, z + (double)entityLivingBaseIn.renderOffsetZ);
        }
        else
        {
        super.renderLivingAt(entityLivingBaseIn, x, y, z);
        }
        }
        protected void applyRotations(AbstractClientPlayer entityLiving, float p_77043_2_, float rotationYaw, float partialTicks)
        {
        if (entityLiving.isEntityAlive() && entityLiving.isPlayerSleeping())
        {
        GlStateManager.rotate(entityLiving.getBedOrientationInDegrees(), 0.0F, 1.0F, 0.0F);
        GlStateManager.rotate(this.getDeathMaxRotation(entityLiving), 0.0F, 0.0F, 1.0F);
        GlStateManager.rotate(270.0F, 0.0F, 1.0F, 0.0F);
        }
        else if (entityLiving.isElytraFlying())
        {
        super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks);
        float f = (float)entityLiving.getTicksElytraFlying() + partialTicks;
        float f1 = MathHelper.clamp(f * f / 100.0F, 0.0F, 1.0F);
        GlStateManager.rotate(f1 * (-90.0F - entityLiving.rotationPitch), 1.0F, 0.0F, 0.0F);
        Vec3d vec3d = entityLiving.getLook(partialTicks);
        double d0 = entityLiving.motionX * entityLiving.motionX + entityLiving.motionZ * entityLiving.motionZ;
        double d1 = vec3d.x * vec3d.x + vec3d.z * vec3d.z;
        if (d0 > 0.0D && d1 > 0.0D)
        {
        double d2 = (entityLiving.motionX * vec3d.x + entityLiving.motionZ * vec3d.z) / (Math.sqrt(d0) * Math.sqrt(d1));
        double d3 = entityLiving.motionX * vec3d.z - entityLiving.motionZ * vec3d.x;
        GlStateManager.rotate((float)(Math.signum(d3) * Math.acos(d2)) * 180.0F / (float)Math.PI, 0.0F, 1.0F, 0.0F);
        }
        }
        else
        {
        super.applyRotations(entityLiving, p_77043_2_, rotationYaw, partialTicks);
        }
        }
        }
        package ml.test.sportday;
        
        import net.minecraft.client.model.ModelPlayer;
        import net.minecraft.entity.Entity;
        
        public class ModelCustomPlayer extends ModelPlayer {
        	 
            public ModelCustomPlayer(float modelSize, boolean smallArmsIn) {
            super(modelSize, smallArmsIn);
            }
         
            @Override
            public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
            {
                super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
                copyModelAngles(this.bipedLeftLeg, this.bipedLeftLegwear);
                copyModelAngles(this.bipedRightLeg, this.bipedRightLegwear);
                copyModelAngles(this.bipedLeftArm, this.bipedLeftArmwear);
                copyModelAngles(this.bipedRightArm, this.bipedRightArmwear);
                copyModelAngles(this.bipedBody, this.bipedBodyWear);
         
                this.bipedLeftArm.rotateAngleZ = -0.5f;
                this.bipedRightArm.rotateAngleZ = 1.9f;
                this.bipedLeftLeg.rotateAngleZ = -0.9f;
                this.bipedRightLeg.rotateAngleZ = 0.1f;
            }
        }
        
        FeedBack 1 réponse Dernière réponse 13 août 2020, 21:41 Répondre Citer 1
        • S
          sportday24 dernière édition par 13 août 2020, 21:41

          Pour changer la hitbox tu peux utiliser ce tuto https://www.minecraftforgefrance.fr/topic/3496/changer-la-hitbox-du-joueur

          1 réponse Dernière réponse Répondre Citer 0
          • FeedBack
            FeedBack @sportday24 dernière édition par 13 août 2020, 21:41

            @sportday24 wah merci ^^ (jai déja fait la hitbox)
            Tu sais comment modif la taille du model ?

            S 2 réponses Dernière réponse 13 août 2020, 21:44 Répondre Citer 0
            • S
              sportday24 @FeedBack dernière édition par 13 août 2020, 21:44

              @FeedBack nop dsl
              Si je trouve je te le dit (j’ai besoin aussi)

              1 réponse Dernière réponse Répondre Citer 0
              • S
                sportday24 @FeedBack dernière édition par sportday24 13 août 2020, 22:00 13 août 2020, 22:00

                @FeedBack tiens

                    GlStateManager.scale(0.5F, 0.5F, 0.5F);
                    GlStateManager.translate(0.0F, 24.0F*0.0625F, 0.0F);
                

                tu rajoute a la suite dans ModelCustomPlayer

                FeedBack 1 réponse Dernière réponse 13 août 2020, 22:00 Répondre Citer 1
                • FeedBack
                  FeedBack @sportday24 dernière édition par 13 août 2020, 22:00

                  @sportday24 j’allais te donner le code x)

                  S 1 réponse Dernière réponse 13 août 2020, 22:02 Répondre Citer 0
                  • S
                    sportday24 @FeedBack dernière édition par 13 août 2020, 22:02

                    @FeedBack donne comme meme 🙂
                    (Merci)

                    FeedBack 1 réponse Dernière réponse 13 août 2020, 22:05 Répondre Citer 0
                    • FeedBack
                      FeedBack @sportday24 dernière édition par 13 août 2020, 22:05

                      @sportday24

                      GlStateManager.scale(0.7F, 0.7F, 0.7F);
                              GlStateManager.translate(0, 0.62, 0);
                      
                      S 1 réponse Dernière réponse 13 août 2020, 22:06 Répondre Citer 0
                      • S
                        sportday24 @FeedBack dernière édition par 13 août 2020, 22:06

                        @FeedBack XD

                        FeedBack 1 réponse Dernière réponse 13 août 2020, 22:06 Répondre Citer 0
                        • FeedBack
                          FeedBack @sportday24 dernière édition par 13 août 2020, 22:06

                          @sportday24 ca met le joueur a une taille d’un block

                          S 1 réponse Dernière réponse 13 août 2020, 22:22 Répondre Citer 0
                          • S
                            sportday24 @FeedBack dernière édition par 13 août 2020, 22:22

                            @FeedBack merci

                            1 réponse Dernière réponse Répondre Citer 0
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