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Model Engine—Ultimate Entity Model Manager [1.16.5-1.20.4]

Model Engine—Ultimate Entity Model Manager [1.16.5-1.20.4] R3.1.11

Bug Fix:
- Mount error when using 1.16

New Feature:
- Flying_v16 controller (WASD, Look up + Space ascend, Look down + Space descend, Shift dismount)
Bug Fix:
- NPCs mounted on models would not control or move
- Death animations stop prematurely
- Walk animations not playing when mobs strafe

Change:
- Minor pack size-reduction

New Feature:
- [BB] Multi-hitbox
- [BB] Multi-mount (driver & passenger(s))
- [MM] ModelHasDriver, ModelHasPassenger, IsDriving and isRiding conditions
- [MM] LastHitbox condition
- [MM] MountedModel, ModelDriver, ModelPassengers targeter
- [MM] PartVisibility mechanic (Hide model without removing the armor stand)
- [MM] ChangeParent mechanic (Change the parent of a bone)
- Flying controller (WASD, Space ascend, Shift(in air) descend, Shift(on ground) dismount)
- Pre-generated pack.png and pack.mcmeta (Will not override)
- Auto resource pack zipping (Toggleable)
- Auto Clear Cache config option for clearing cache folder when server start (does not clear cache when using reload command)
Bug Fix:
- Mounted models not rotating the head correctly
- Turtle doesn't stop walking animation when entering idle
- Stationary model only faces one direction
- [MM] ModelPart targeter throwing error on MM 5.0+

New Feature:
- [MM] lockpitch and lockyaw parameters in model mechanic
- [MM] lockhead mechanic
Bug Fix:
- Possible fix to rare concurrent modification error when player join/leave server
- Mount armor stand desync with model when in Animation B
- ModelPart targeter throwing null pointer

Change:
- Removed Fall and Land default states
- Better error description of Invalid Angle Error
- Mount armor stand would also be packeted

New Feature:
- 1.17 & 1.17.1 support
- Jump default state
- Async model ticking (toggleable)
Bug Fix:
- Possible fix to rare concurrent modification error when player join/leave server
- Mount armor stand desync with model when in Animation B
- ModelPart targeter throwing null pointer

Change:
- Removed Fall and Land default states
- Better error description of Invalid Angle Error
- Mount armor stand would also be packeted

New Feature:
- 1.17 & 1.17.1 support
- Jump default state
- Async model ticking (toggleable)
Bug Fix:
- [MM] Setting state speed in `state` mechanic causes weird animations
- Animation mode B does not work in 1.14 and 1.15
- Down-face texture is inverted
- Plugin just fails when Generate-On-Start is set to false
- Model "fracture" when rotating

Change:
- Models now load asynchronously
- Animation mode defaults to mode B
- Revert changes on lerp in frames

New Feature:
- Calibration settings
- [API] source and javadoc!
- Allow submodel of utility bones
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Bug Fix:
- [MM] Removing state with lerp out = 0 causes model to disappear
- [MM] Some AI just stops working
- [MM] Submodel stops working at 2nd application
- [MM] ModelPart targeter is offseted

Change:
- Animation mode B is now as smooth as mode A

New Feature:
- [MM] Per-mob animation mode
- Missing texture error
Bug Fix:
- Models with certain hitbox size will cause mobs to spin around (Thank me later Mojang. Your pathfinding code sucks)
- Disguised player keep model when respawn if they click "Respawn" before death animation ends
- Library conflict with other plugins
- Player doesn't swing arm when dropping items

Change:

New Feature:
- [MM] Mechanic namespace (add meg: in front of a mechanic to distinguish between other plugins' mechanic)
Bug Fix:
- Error spam when moving to another world while disguised
- Disguise not visible to self after moving to another world
- Multi axis rotation error not thrown when using bbmodel
- Body tilting a little bit when mob is looking at something behind while moving
- Right click detection on MM mobs
- Weird hit detection in Adventure mode

New Feature:
- Massive improvements on ping issues
- Invalid Namespace error
Bug Fix:
- Player retaining disguise even after undisguise and logged out
- Disguise command being wonky in general

Change:
- Animations no longer starts lerping out at the last frame. It lerps at the end of an animation
- Looping animation starts at frame 1 after playing once instead of frame 0 (this makes the animation to not stop for 1 frame)
- Walk animation has no lerp in frames

New Feature:
- command arguments to see your disguise (/meg disguise <modelid> true)
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