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:
3865
Upvotes: 81
About the plugin

Forge 1.16.5/1.18.2/1.19.2/1.19.4/1.20.1/1.20.4

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:

V6.2.1:
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
Updated to work with 1.20.4, fixed an issue with variables on 1.20.4 - Kleiders Custom Renderer Plugin v6.2.1.zipUploaded on: 04/22/2024 - 15:26   File size: 39.2 KB

Comments

hi, I'm trying to change the player's Model on 1.19, but the only name i can use for model is "deathman"

Hey, you think you can add a procedure block that takes the texture of an existing entity and applies it to the model? I'm trying to make a mod that adds a virus status effect and spawns a fake "you" when it expires, and I want it to look exactly like the player. All I have is the default Steve skin.

I would appreciate it if you can add this. Thanks!

Hello, do you think that in some future the option of adding a procedure block that removes the models can be added? And so the model can be removed if "something" happens.

i downloaded it and it's really cool i added a hair to the player but when he crouches the hair is floating is there a way to fix this?

I downloaded it and it's really cool i added a hair to the player but when he crouches the hair is floating is there a way to fix this?

can you make it work in multiplayer? nobody else can see the render

Could you add an image of that knight model you used for the showcase? I'm a bit confused by how you made it so that the knight kept the players animations

Can you add a way to add animations to the attached models, like .json animations or the .txt Blockbench generates for Java models that are animated?

I love this plugin and I want to use it in my mod, but I can't. Are you planning on updating it to the newer versions of Mcreator.

Wait a minute, on the mod page it shows that this plugin is for Mcreator 2022.2. But it also says that you can use this to make minecart 1.19.2 mods. I think you made a mistake, because 2022.2 doesn't support minecarft version 1.19.2. So does the newest version of this plugin is for mcreator 2023.1 or still for 2022.2.

How do you make the model stick to parts of the player/share player animations? I'm trying to make an armband and can't figure out how to have it on the arm and follow the arm when animated

When I want to load a vanilla Model with the Add Model Procedure Block in 1.18.2 what I should paste it?

Should I use .java model inside of the Minecraft Source Coded or the id of the model?

Bro I need help, when it changes the overlays on my mod there are textures like broken texture blocks and the game crashes, how to solve this?

i know its not the best decision to use veriables as statements, but i wanna know, how do i make the rendered model unshow when a veriable was turned off? as in 'veriabble name' = true but than with a key bind its now set to false, and its still showing
how do i fix that?