// Made with Blockbench 4.12.4 // Exported for Minecraft version 1.17 or later with Mojang mappings // Paste this class into your mod and generate all required imports public class ModelSingularityModel extends EntityModel { // This layer location should be baked with EntityRendererProvider.Context in // the entity renderer and passed into this model's constructor public static final ModelLayerLocation LAYER_LOCATION = new ModelLayerLocation( new ResourceLocation("modid", "singularitymodel"), "main"); private final ModelPart bone; private final ModelPart bone2; private final ModelPart bone3; private final ModelPart bone4; public ModelSingularityModel(ModelPart root) { this.bone = root.getChild("bone"); this.bone2 = root.getChild("bone2"); this.bone3 = root.getChild("bone3"); this.bone4 = root.getChild("bone4"); } public static LayerDefinition createBodyLayer() { MeshDefinition meshdefinition = new MeshDefinition(); PartDefinition partdefinition = meshdefinition.getRoot(); PartDefinition bone = partdefinition.addOrReplaceChild("bone", CubeListBuilder.create().texOffs(0, 0) .addBox(-8.0F, -8.0F, -8.0F, 16.0F, 16.0F, 16.0F, new CubeDeformation(0.0F)), PartPose.offset(0.0F, 16.0F, 0.0F)); PartDefinition bone2 = partdefinition .addOrReplaceChild("bone2", CubeListBuilder.create().texOffs(0, 32).addBox(-5.0F, -5.0F, -5.0F, 10.0F, 10.0F, 10.0F, new CubeDeformation(0.0F)), PartPose.offsetAndRotation(0.0F, 16.0F, 0.0F, 0.0F, 2.2777F, 0.0F)); PartDefinition bone3 = partdefinition .addOrReplaceChild("bone3", CubeListBuilder.create().texOffs(40, 32).addBox(-3.0F, -3.0F, -3.0F, 6.0F, 6.0F, 6.0F, new CubeDeformation(0.0F)), PartPose.offsetAndRotation(0.0F, 16.0F, 0.0F, 2.2777F, 0.0F, 0.0F)); PartDefinition bone4 = partdefinition .addOrReplaceChild("bone4", CubeListBuilder.create().texOffs(40, 44).addBox(-1.0F, -1.0F, -1.0F, 2.0F, 2.0F, 2.0F, new CubeDeformation(0.0F)), PartPose.offsetAndRotation(0.0F, 16.0F, 0.0F, 0.0F, 0.0F, 2.2777F)); return LayerDefinition.create(meshdefinition, 64, 64); } @Override public void renderToBuffer(PoseStack poseStack, VertexConsumer vertexConsumer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha) { bone.render(poseStack, vertexConsumer, packedLight, packedOverlay, red, green, blue, alpha); bone2.render(poseStack, vertexConsumer, packedLight, packedOverlay, red, green, blue, alpha); bone3.render(poseStack, vertexConsumer, packedLight, packedOverlay, red, green, blue, alpha); bone4.render(poseStack, vertexConsumer, packedLight, packedOverlay, red, green, blue, alpha); } public void setupAnim(T entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch) { } }