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Bettermodel Bone Appearance

Per-bone glow, tint, glint and brightness

Per-bone counterpart of the vanilla glowing_effect_data, potion_effect_color_data and brightness_data entries. Those vanilla entries describe a single entity and therefore apply to the whole model. This one targets individual bones, so a single model can have a glowing weapon, a tinted cape and a lit lantern at once.

字段

字段类型默认值描述
bonesList<BoneAppearance>emptyAppearance overrides per bone. All criteria must match (AND) for the override to be active; when they do not, the bone falls back to its default look.
BoneAppearance(10)
字段类型默认值描述
boneNameString—The bone to target. Leave empty to target every bone of the model.
criteriaList<Criteria>emptyAll criteria must match for the override to be active. Empty = always active.
glowingBooleanfalseOutline the bone with the glowing effect
glowColorColorWHITEColour of the glowing outline
tintedBooleanfalseTint the bone's item. Leave off to keep the model's own colours.
tintColorWHITETint colour applied to the bone's item
enchantedBooleanfalseAdd the enchantment glint to the bone's item
overrideBrightnessBooleanfalseOverride the light level the bone is rendered with, instead of using the block it stands in
blockLightInt15Block light level (0-15) used when the brightness is overridden
skyLightInt15Sky light level (0-15) used when the brightness is overridden
TypeWriter 通用字段(priorityOverride)
字段类型默认值描述
priorityOverrideOptional<Int>——

How to use it​

Each row of bones targets one bone (boneName), or every bone when it is empty, and is only active while all its criteria match. Inside a row, glowing and glowColor outline the bone, tinted and tint colour its item, enchanted adds the glint, and overrideBrightness with blockLight and skyLight (0 to 15) sets the light level the bone is rendered with.

This is the per-bone version of the vanilla glowing, potion colour and brightness data entries, which apply to the whole model.