Model Engine—Ultimate Entity Model Manager [1.16.5-1.20] [Removed]

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FateKid

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ONERO submitted a new resource:

[ConxeptWorks] Model Engine—Ultimate Entity Model Manager [1.14-1.15.2] - Create & control mod-like entity models, without any mods.

-{[OVERVIEW]}-
Model Engine
is the only plugin that allows everyone to create seemingly modded models, without touching any configs.

Seems too good to be true?

Importing models (mob is controlled with MythicMobs)

Capability demo (mob is controlled with MythicMobs)

-{[FEATURES]}-
  • Works seamlessly with BlockBench. Requires no knowledge of configuring, scripting, or coding.
  • Auto resource pack generation. Just...

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FateKid updated [ConxeptWorks] Model Engine—Ultimate Custom Entity Model Manager [1.14-1.19] with a new update entry:

Public Beta 3.0.0 (5c62e96) - Bug fixes and 1.19.2 compatibility

Bug Fix:
- Fixed weird behavior with modeled vex
- Fixed scoreboard packet NPE
- Fixed invalid field access on some server forks
- Re-implemented placeholder nametags
- Fixed nametag not initialized within model mechanic
- Fixed NPE when loading empty compartment
- Fixed 1.19.2 compatibility

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Envoia

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Would it be possible to get version 2.5.3? 1.19.2 Support without breaking everything lol
 

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Would it be possible to get version 2.5.3? 1.19.2 Support without breaking everything lol
Sure, I’ll upload that version as well :)
 

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FateKid updated [ConxeptWorks] Model Engine—Ultimate Custom Entity Model Manager [1.16.5-1.19.2] with a new update entry:

Public Beta 3.0.0 (0d5d6e6) - A pot of bug fixes

Bug Fix:
- Fixed glitchy faces with Blockbench invisible face
- Fixed texture under default namesapce generating in wrong folder
- Fixed buggy model saving and loading
- Fixed warning when applying models to amphibious creatures (i.e. axolotl)
- Fixed citizens command displaying incorrect hints
- Fixed citizens command error when applying models to despawned NPCs
- Fixed player disguise saved on server shut down
- Fixed disguise command error when missing parameters

Change:
- Main hitbox...

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FateKid updated [ConxeptWorks] Model Engine—Ultimate Custom Entity Model Manager [1.16.5-1.19.2] with a new update entry:

Release 3.0.0 - We're out of Beta!

Bug Fix:
- Fixed disguise not obeying visibility rule
- Fixed weird atan2 behavior
- Fixed death state not holding on last frame when other models have ongoing death animations
- [MM] Fixed NPE of dismount all mechanic
- [MM] Revert state mechanic behavior to force play animation
- [MM] Fixed nametag visibility mechanic alias
- [MM] Fixed force-type controller alias
- [MM] Fixed movement speed not affecting flying speed
- [Citizens] Fixed NPC not using correct hitbox width

Change:
-...

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FateKid updated [ConxeptWorks] Model Engine—Ultimate Custom Entity Model Manager [1.16.5-1.19.2] with a new update entry:

Release 3.0.1 - Paper chunk rewrite support and bug fixes

Bug Fix:
- Fixed item model json not cleared on reload
- Fixed bone generation order not preserved
- Fixed "-" not allowed in texture name
- Fixed compatibility with Paper #174
- [MM] Fixed model ID being case sensitive
- [API] Fixed model application within mob spawn consumer

Change:
- Implemented basic sanitation to texture names

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FateKid updated [ConxeptWorks] Model Engine—Ultimate Custom Entity Model Manager [1.16.5-1.19.2] with a new update entry:

Release 3.1.2 - More bug fixes cuz what else can I do

Bug Fix:
- Fixed disguise & undisguise command error
- Fixed idle animation not playing when mob has no AI
- Fixed hitbox error spam again
- Fixed rare "hashmap null" error
- Fixed turtle unable to leave walk state
- Fixed concurrent modification error in ActiveModelImpl
- Fixed jittery body rotation when root pivot is not centered on XZ plane

Change:
- Revert reload model task message to R2 format for nostalgia

New Feature:
- Added config option to toggle animation errors

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FateKid updated [ConxeptWorks] Model Engine—Ultimate Custom Entity Model Manager [1.16.5-1.19.2] with a new update entry:

Release 3.1.4 - Bug fixes

Bug Fix:
- Fixed citizens NoClassDef error
- Fixed conmod errors on NetworkUtils & EntityHandler
- Fixed bone ID generating in assets generation phase
- Fixed models froze on death when leaving render distance
- Fixed models not persisting after server restart
Changes:
- Default animation mode to B

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