Parent bones#

On each CEM model, the model is limited to using the parent bones that that entity has by default. A full list of these can be found here. Every single element added must be inside one of these parent bones. Adding a new parent bone will cause the model to fail to load in game.

Pivot points#

The pivot points of the entities cannot be modified in Vanilla.

An example of something that cannot be modified is moving the leg of a cow, as that would require moving its legs pivot point.

Please note however, this can be done using CEMA. While modelling the entitiy, pivot points on bones will behave as expected, allowing elements to rotate around a point, however this is not the case for parent bones.

When a template model is loaded, all the parent bones will already have their pivot points set up correctly. Do not touch these, or the model will break when loaded in game.

If for whatever reason the pivot points need to be moved in the model, this is how it works:

The elements are tied to the pivot point in game. Increasing the gap between the pivot point and the elements will increase the gap between the actual pivot point and the elements in game.

For example, if the pivot point is moved 12 pixels east inside the model, the elements will appear 12 pixels west in game. This is because, as the pivot point cannot be moved in game, the elements will move instead. The elements render relative to the pivot point.

🆚ī¸ This documentation assumes the latest OptiFine version. Notes are not made for legacy versions (1.8).
🔙ī¸ This documentation is updated to commit 8410499f.
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