Kleiders Custom Renderer (Change the players and mobs models and textures!) + Player Variables always synced in workspace

Supported MCreator versions
2022.2
2022.3
2023.1
2023.2
2023.3
2023.4
2024.1
Tags / plugin type
API support
Global triggers
Procedures
Skin Icon
Downloads:
5173
Upvotes: 89
About the plugin

Forge 1.16.5/1.18.2/1.19.2/1.19.4/1.20.1

NeoForge 1.20.4

Having this plugin installed, even without the API enabled, syncs players variables globally with all clients. This can be useful for other plugins, like PlayerAnimator

 

WARNING: MAKE SURE TO USE VERSION 6.2.1 OF THE PLUGIN; VERSION 6.2.0 HAS ISSUES ON 1.20.4

Important Information

  • Make sure you use MCreator 2022.2 (snapshots included) or a newer version
  • This plugin requires to have enabled the "Kleiders Custom Renderer API"
  • You need to add "Kleiders Custom Renderer" as a dependency to your mod if you enable this.

IT'S RECOMMENDED TO USE PLAYER VARIABLES TO CHANGE THE SKIN/MODEL OF THE PLAYER
YOU CAN RENDER AS MANY MODELS AT A TIME IN THE SAME PLAYER AS YOU WANT, THERE ARE NO LIMITS.


Kleiders Custom Renderer is here! Change the players/mobs models/skin easily with just 2 procedures (Or more if you want to) and a global trigger!

Need help or found a bug? Shoot me a DM on discord! Kleiders#9777

You can also report crashes at https://www.curseforge.com/minecraft/mc-mods/kleiders-custom-renderer-a…

 

How to use:
Enable "Kleiders Custom Renderer" at Workspace -> Workspace Settings -> External APIs
Add as a "Additional required mods" the mod id "kleiders_custom_renderer"

Add as a "Additional dependencies" the mod id "kleiders_custom_renderer"

Players will now need to use the mod "https://www.curseforge.com/minecraft/mc-mods/kleiders-custom-renderer-a…" in order to play the mod, as this a dependency!

Also available on modrinth! https://modrinth.com/mod/kleiders-custom-renderer-api

 

Procedure Instructions (See image below for a better example)

Then, create a procedure with the global trigger "Kleiders Render Event", add "Obligatory Procedure at the start of RenderEvent".

After that, create the procedure as normal and add a skin or model procedure and put the location of your texture. This will be your modid:textures/entities/name_of_the_texture.png

 

Models for 1.16.5:

 

If you select a model, it will need to follow this formatting: "<EntityModel>Renderer.Model<model_name>
To check the model name, check what it says on model on your entity, like so:

In this case the <model_name> would be elite_swordsman

In 1.16.5, you need to have an entity that has that model on it in order for it to work. In 1.18.2+ this is not neccesary

 

Models for 1.18+:


Just import the model, it will need to follow this formatting: "<model_name>"

More images below.

 

Have in mind that you will need to import the skins as "entity" textures.

FOR PLAYER MODEL AND TEXTURE CHANGES: THIS PLUGIN/MOD CURRENTLY SYNCS AUTOMATICALLY WHEN THE CONDITION OF THE PROCEDURE IS A PLAYER VARIABLE. FOR PLAYERS USE PLAYER VARIABLES


FOR ENTITIES: IF YOU HAPPEN TO WANT TO MODIFY THE MODEL OR TEXTURE OF AN ENTITY INSTEAD OF A PLAYER, I RECOMMEND USING ITEMS IN ARMOR SLOTS AND NBT DATA RELATED TO THOSE ITEMS

WARNING: DO NOT USE ANY PROCEDURE THAT AREN'T CONDITIONS OR PART OF THE PLUGIN. DOING THINS LIKE SPAWNING ENTITIES, SETTING NBTS OR ANYTHING ELSE INSIDE "RenderEvent" WILL CRASH THE GAME


Features:
Adds 3 procedure blocks, one that loads the renderer, one to choose a skin texture, and another one for models

IN 1.18.2,  TO SELECT A MODEL ALL YOU HAVE TO DO IS PUT THE MODEL NAME
deathman

PICTURES FROM BELOW ARE FROM 1.16.5 VERSION


 


Changelog:

V6.2.4:

Fixed an issue that caused crashes when hide base model = true

V6.2.1:
Fixed an issue with variables on 1.20.4

V6.2.0:
Added support for NeoForge 1.20.4

V6.0.0:
The plugin now has synced multiplayer features with player variables

V5.5.1:

Fixed an issue with a test procedure being kept in the library on 1.20.1

V5.5.0:

Updated for 1.19.4 and 1.20.1 support.

V5.4.0:

Added transparency to model procedures (if the texture has transparency) and added the option to hide the base model on texture change procedure. 
Moved all procedures to KleidersCustomRenderer tab

V5.2.5:

Fixed an issue with using the mod serverside

V5.2.0:
Fixed an issue that prevented texture procedures from working in 1.18.2 and 1.19.2

V5.0.1:
Separated 1.18+ procedures from 1.16.5 procedures, and added suport for 1.18.2 and 1.19.2

V4.0.5:
Added the ability to change entities textures and models; The mod has been rebranded to "Kleiders Custom Renderer" make sure to change dependencies accordignly.

V3.4.0:
You can now replace partial parts of the internal skin by having the skin only on those parts; Previously, the player would become invisible if it was missing parts of the skin

V3.3.0:
Fixed an issue that prevented skins from loading properly

V3.1.0:
Fixed a bug that prevented multiple layers/models from working at the same time

V3.0.0:
Added Custom Model Support

V2.1.0:
Fixed an issue that caused the plugin to crash on dedicated servers

V2.0.0: Added:
Both Internal texture and external layer with player skin: [Texture]
Only Internal texture with player skin: [Texture]
Only external layer with player skin: [Texture]
 

V1.0.0 Upgraded everything! Remember to enable "Kleiders Player Renderer" at Workspace -> Workspace Settings -> External APIs
 

License
Academic Free License v3.0

Plugin downloads
Fixed a bug that caused "hide = true" to crash the game on 1.20.4 neoforge - Kleiders Custom Renderer Plugin v6.2.4.zipUploaded on: 05/28/2024 - 23:56   File size: 39.23 KB

Comments

I've been having issues with the entity working on armor stands. Is there an issue with putting them on armor stands or do you think my code is the problem?

doesn't work, everytime I make a procedure with it the game can't start.

Is there a way to make model follow player head rotation not body?

Just was curious is there a way to make the skin renderer overlay only part of your skin? That way you can use armor pieces to retexture parts of your skin. It would be cool if this is a thing

I am trying to get a model to render, and while I have the file name right and texture right (double and triple checked that after seeing the previous conversations on here), the game just crashes every time I try to load the player model. I can change the player skin with no problem, but as soon as I try adding a model, everything crashes on me.
In my effort to fix it, I tried removing loading the changed skin to see if the simultaneous load was the problem, and no. I checked the texture names and model names (it won't even compile with the wrong model name anyway), but no issue. I removed animations from my model, and still nothing. I am at a loss at what to troubleshoot in the meantime.
If anyone can help, I would appreciate it. I can supply images of my procedure, the one that is working, and the one that is not (only difference is that one version tries to load a model and the other does not and only loads a skin replacement).
I am working on 1.19.2 on MCreator 2024.1.

Ok, I fixed it. For anyone else having a crash that is not related to their model or texture name and the procedures are using the global trigger and everything else is fine, go into your model and make sure that there are no empty folders. The renderer kept crashing so long as I had a folder with nothing in it. If it keeps crashing, see if it actually replaced the model without the subfolder or not. I had to delete the java models from the project folder (under "mod_folder/build/classes/java/main/net/mcreator/mod_id/client/model) so when I imported them again they were actually replaced, and it worked. No more crashes.
Hope that helps anyone else facing the same issue. Thanks to Kleiders for pointing me in the right direction.

This doesn't work in servers(my only complaint). I would've assumed that since variables are synced in multiplayer that the renders would work in multiplayer

Hi, i gave the player a skin texture, but with "playerAnimator" the skin layer does not follow the animation

Im on Neoforge 1.20.4 and for some reason, every time I try to change the player model and I select the "Hide Base Model = True" is giving me compile errors. Any clue why?

Hey guys, I'm having trouble with consistent head movement, the model doesn't follow the head correctly when looking up or down, crouching, or swimming. What am I doing wrong? Thanks!

Every Time I Try To Use This it Kicks Me And Says This
"Connection Lost

Javalang HullPointerException: Cannot invoke
“netnecforgednecforge client. event fienderLivingEvent getfienderar”
because "_eut” is null"
And i Have No Idea To Fix This

Help It says
"Connection Lost

Javalang HullPointerException: Cannot invoke
“netnecforgednecforge client. event fienderLivingEvent getfienderar”
because "_eut” is null"

I got it to work but for some reason when I look at the player/or it tries to render it with my custom model it just crashes, I followed the instructions though and the procedure is just as how it's made in the description. Did I perhaps made the model wrong?