Armor Model API
Renders armor with custom geometry authored in the Bedrock/GeckoLib .geo.json format, through the vanilla armor rendering pipeline.

Capabilities
- Custom armor geometry per armor set: robes, pauldrons, hats, skirts — any cuboid-based Blockbench model
- Per-slot rendering with the standard armor bone convention, including separate boot bones and a chest-anchored waist bone for leg pieces
- Armor trims with per-set trim textures (vanilla smithing-table trims, your art)
- Emissive glowmasks — the hand-authored
_glowmask.pngconvention; pixels that stay bright in the dark - Radiant glow — a high-luminance variant that burns toward white and feeds shader-pack bloom
- Custom render layers — a small interface for adding your own passes (extra overlays, effects)
- Everything vanilla armor does comes for free: pose and animation following, sneaking/swimming, armor stands, baby mobs, dyed leather color, enchantment glint, the glowing outline effect
How it works
- Loading — on resource load (and every F3+T reload), each registered
.geo.jsonis parsed and baked once into a vanillaModelParttree (the sameTexturedModelDataevery vanilla entity model is built from), cached until the next reload. Textures are plain resources, resolved by the render layers on demand — nothing is preprocessed. - Hooking in — when an armor piece is about to render, the library steps in per registered item: on Fabric through Fabric API's
ArmorRendererhook, on NeoForge through a small equivalent mixin. Vanilla's overlay rendering is skipped for that piece and the dispatcher renders the baked model instead — vanilla pose copied on, slot visibility applied. Unregistered items are untouched. - Pass order — each piece draws as a stack of passes over the same model: base texture → your render layers (glow, then trim so it lands on top), with enchantment glint riding the base pass. Renderers built through the fluent API keep the layers sorted into that stack automatically; a renderer constructed with an explicit layer list draws them in list order (see Render layers). Every extra pass is just the model rendered again with a different render layer and buffer.
From bake to buffer this is 100% the vanilla code path — the same pose copy, render layers, and buffers vanilla armor uses. That is the whole compatibility and performance story: Sodium, Iris, and anything else that works with vanilla armor sees ordinary vanilla model rendering. There is no custom vertex pipeline.
For developers
For developer documentation, check out the GitHub readme.
All Versions
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- Minecraft 26.3 support
- Trims now use the game's paletted textures: each greyscale trim texture needs a
.png.mcmetawith
{"palette": {"base_palette": "minecraft:trim_base"}}, and atlases/armor_trims.json can be deletedTrimLayer.spriteIdrenamed totextureId(no trim material suffix)ArmorRenderContext#submittakes aUvMapping; addedglintPending()/submitPendingGlint()- Glow and radiant layers work with Improved Transparency
- Geo armor follows Entity Model Features player animations again (Fresh Animations Player, Entity Player Compat)
- Geo armor no longer shows in first person during Better Combat animations
- Minecraft 26.3 support
- Trims now use the game's paletted textures: each greyscale trim texture needs a
.png.mcmetawith
{"palette": {"base_palette": "minecraft:trim_base"}}, and atlases/armor_trims.json can be deletedTrimLayer.spriteIdrenamed totextureId(no trim material suffix)ArmorRenderContext#submittakes aUvMapping; addedglintPending()/submitPendingGlint()- Glow and radiant layers work with Improved Transparency
- Geo armor follows Entity Model Features player animations again (Fresh Animations Player, Entity Player Compat)
- Geo armor no longer shows in first person during Better Combat animations
- Geo armor follows Entity Model Features player animations again (Fresh Animations Player, Entity Player Compat)
- Geo armor no longer shows in first person during Better Combat animations
- Geo armor follows Entity Model Features player animations again (Fresh Animations Player, Entity Player Compat)
- Geo armor no longer shows in first person during Better Combat animations
- Geo armor follows Entity Model Features player animations again (Fresh Animations Player, Entity Player Compat)
- Geo armor no longer shows in first person during Better Combat animations
- Geo armor follows Entity Model Features player animations again (Fresh Animations Player, Entity Player Compat)
- Geo armor no longer shows in first person during Better Combat animations
- Geo armor is now posed from the entity's own body model: armor on armor stands no longer sways
- Geo armor is now posed from the entity's own body model: armor on armor stands no longer sways
- Geo armor is now posed from the entity's own body model: armor on armor stands no longer sways
- Geo armor is now posed from the entity's own body model: armor on armor stands no longer sways
Port of 1.0.0 to Minecraft 1.20.1 (Fabric + Forge 47). Same feature set; no functional changes.
- Forge replaces NeoForge: the armor hook is a mixin on
ArmorFeatureRenderer#renderArmor - Dye color read through
DyeableItem, trims through the stack'sTrimNBT - Shader awareness gates on Iris (Fabric) or Oculus (Forge)
Initial release.
- Renders Bedrock/GeckoLib geo armor models through the vanilla armor pipeline
- Armor bone convention with boot bones and a chest-anchored waist bone
- Armor trims with per-set trim textures, with greyscale fallback for third-party trim materials
- Emissive glowmasks (AzureLib
_glowmaskconvention) and a radiant glow mode that feeds shader-pack bloom
Port of 1.0.0 to Minecraft 1.20.1 (Fabric + Forge 47). Same feature set; no functional changes.
- Forge replaces NeoForge: the armor hook is a mixin on
ArmorFeatureRenderer#renderArmor - Dye color read through
DyeableItem, trims through the stack'sTrimNBT - Shader awareness gates on Iris (Fabric) or Oculus (Forge)
Initial release.
- Renders Bedrock/GeckoLib geo armor models through the vanilla armor pipeline
- Armor bone convention with boot bones and a chest-anchored waist bone
- Armor trims with per-set trim textures, with greyscale fallback for third-party trim materials
- Emissive glowmasks (AzureLib
_glowmaskconvention) and a radiant glow mode that feeds shader-pack bloom
- Minecraft 26.2 support
- Per-item model and texture overrides through the vanilla
minecraft:custom_datacomponent
{armor_model_api:{model, texture, glowmask, trim}}), settable by commands, loot tables,recipes and datapacks - no custom component, the library stays client-side
- A stack naming both
modelandtexturetakes over an item nobody registered (any vanilla or
ArmorRenderContextcarries the base texture in effect (texture()) and the stack'soverrides();
- Minecraft 26.2 support
- Per-item model and texture overrides through the vanilla
minecraft:custom_datacomponent
{armor_model_api:{model, texture, glowmask, trim}}), settable by commands, loot tables,recipes and datapacks - no custom component, the library stays client-side
- A stack naming both
modelandtexturetakes over an item nobody registered (any vanilla or
ArmorRenderContextcarries the base texture in effect (texture()) and the stack'soverrides();
- Per-item model and texture overrides through the vanilla
minecraft:custom_datacomponent
{armor_model_api:{model, texture, glowmask, trim}}), settable by commands, loot tables,recipes and datapacks - no custom component, the library stays client-side
- A stack naming both
modelandtexturetakes over an item nobody registered (any vanilla or
ArmorRenderContextcarries the base texture in effect (texture()) and the stack'soverrides();
- Per-item model and texture overrides through the vanilla
minecraft:custom_datacomponent
{armor_model_api:{model, texture, glowmask, trim}}), settable by commands, loot tables,recipes and datapacks - no custom component, the library stays client-side
- A stack naming both
modelandtexturetakes over an item nobody registered (any vanilla or
ArmorRenderContextcarries the base texture in effect (texture()) and the stack'soverrides();
- Per-item model and texture overrides through the vanilla
minecraft:custom_datacomponent
{armor_model_api:{model, texture, glowmask, trim}}), settable by commands, loot tables,recipes and datapacks - no custom component, the library stays client-side
- A stack naming both
modelandtexturetakes over an item nobody registered (any vanilla or
ArmorRenderContextcarries the base texture in effect (texture()) and the stack'soverrides();
- Per-item model and texture overrides through the vanilla
minecraft:custom_datacomponent
{armor_model_api:{model, texture, glowmask, trim}}), settable by commands, loot tables,recipes and datapacks - no custom component, the library stays client-side
- A stack naming both
modelandtexturetakes over an item nobody registered (any vanilla or
ArmorRenderContextcarries the base texture in effect (texture()) and the stack'soverrides();
- Per-item model and texture overrides through the vanilla
minecraft:custom_datacomponent
{armor_model_api:{model, texture, glowmask, trim}}), settable by commands, loot tables,recipes and datapacks - no custom component, the library stays client-side
- A stack naming both
modelandtexturetakes over an item nobody registered (any vanilla or
ArmorRenderContextcarries the base texture in effect (texture()) and the stack'soverrides();
- Per-item model and texture overrides through the vanilla
minecraft:custom_datacomponent
{armor_model_api:{model, texture, glowmask, trim}}), settable by commands, loot tables,recipes and datapacks - no custom component, the library stays client-side
- A stack naming both
modelandtexturetakes over an item nobody registered (any vanilla or
ArmorRenderContextcarries the base texture in effect (texture()) and the stack'soverrides();
- Per-item model and texture overrides through the vanilla
minecraft:custom_datacomponent
{armor_model_api:{model, texture, glowmask, trim}}), settable by commands, loot tables,recipes and datapacks - no custom component, the library stays client-side
- A stack naming both
modelandtexturetakes over an item nobody registered (any vanilla or
ArmorRenderContextcarries the base texture in effect (texture()) and the stack'soverrides();
- Per-item model and texture overrides through the vanilla
minecraft:custom_datacomponent
{armor_model_api:{model, texture, glowmask, trim}}), settable by commands, loot tables,recipes and datapacks - no custom component, the library stays client-side
- A stack naming both
modelandtexturetakes over an item nobody registered (any vanilla or
ArmorRenderContextcarries the base texture in effect (texture()) and the stack'soverrides();
- 1.21.11 support
- Player armor uses a
PlayerEntityModel-based geo model, so player animation libraries (PAL) pose it - Fix
GeoArmorModelconstruction (missing biped parts)
- 1.21.11 support
- Player armor uses a
PlayerEntityModel-based geo model, so player animation libraries (PAL) pose it - Fix
GeoArmorModelconstruction (missing biped parts)
Initial release.
- Renders Bedrock/GeckoLib geo armor models through the vanilla armor pipeline
- Armor bone convention with boot bones and a chest-anchored waist bone
- Armor trims with per-set trim textures, with greyscale fallback for third-party trim materials
- Emissive glowmasks (AzureLib
_glowmaskconvention) and a radiant glow mode that feeds shader-pack bloom
Initial release.
- Renders Bedrock/GeckoLib geo armor models through the vanilla armor pipeline
- Armor bone convention with boot bones and a chest-anchored waist bone
- Armor trims with per-set trim textures, with greyscale fallback for third-party trim materials
- Emissive glowmasks (AzureLib
_glowmaskconvention) and a radiant glow mode that feeds shader-pack bloom