// Made with Blockbench 4.9.3 // Exported for Minecraft version 1.17 or later with Mojang mappings // Paste this class into your mod and generate all required imports public class Modeltaser_rod 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", "taser_rod"), "main"); private final ModelPart bone; public Modeltaser_rod(ModelPart root) { this.bone = root.getChild("bone"); } public static LayerDefinition createBodyLayer() { MeshDefinition meshdefinition = new MeshDefinition(); PartDefinition partdefinition = meshdefinition.getRoot(); PartDefinition bone = partdefinition.addOrReplaceChild("bone", CubeListBuilder.create(), PartPose.offset(0.0F, 24.0F, 0.0F)); PartDefinition cube_r1 = bone.addOrReplaceChild("cube_r1", CubeListBuilder.create().texOffs(0, 4) .addBox(-0.5F, -27.0F, -2.5F, 1.0F, 4.0F, 1.0F, new CubeDeformation(0.0F)).texOffs(0, 0) .addBox(-1.0F, -23.0F, -7.0F, 2.0F, 2.0F, 2.0F, new CubeDeformation(0.0F)).texOffs(0, 0) .addBox(-1.0F, -23.0F, -3.0F, 2.0F, 2.0F, 2.0F, new CubeDeformation(0.0F)).texOffs(0, 4) .addBox(-0.5F, -27.0F, -6.5F, 1.0F, 4.0F, 1.0F, new CubeDeformation(0.0F)), PartPose.offsetAndRotation(0.0F, 0.0F, 0.0F, 0.0F, -1.5708F, 0.0F)); return LayerDefinition.create(meshdefinition, 16, 16); } @Override public void setupAnim(T entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch) { } @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); } }