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Pommel - Held Item Models

Pommel - Held Item Models

by TimmyChips • Downloads: 0 • Followers: 0
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Pommel - Held Item Models


<a href="https://modrinth.com/resourcepack/blade-held-items"><img src="https://goldmedia.top/uploads/gallery/pommel-held-item-models_desc_1_a479ab59.png" title="Blade resource pack" width="125"/>

Blade - Resource Pack</a>

—Held Item Model Resource Pack—

What is Pommel?

Pommel is a Fabric mod that lets resourcepacks replace the models for the held version of items—just like the spyglass and the trident—letting you customize what your item looks in your hand. Want to make a 3d model of the mace in your hand, a fiery greatsword, or an ancient magical staff while still retaining the original item? With Pommel, all that can be achieved!

Works for modded items as well!

If you create a resource pack with Pommel, feel free to share your work to me! I'd love to see what you can make!

For Resource Pack Creators

Adds the following Item Predicates:

  • pommel:is_held — when item is held in hand in third or first person
  • pommel:first_third_person — item in first person vs third person
    • Value of 0.5 changes the model specified when in first person, value of 1.0 changes the model when in third person.
  • pommel:is_offhand — item is in the user's offhand slot
  • pommel:is_fixed — when item is in an item frame
  • pommel:is_head — when item is worn on head in helmet slot
  • pommel:is_ground — when item is dropped onto the ground
  • pommel:is_thrown — throwable items when thrown (egg, snowball, enderpearl, etc.)
  • pommel:is_used — when item is being used (i.e. holding the use/RMB key); syncs with multiplayer if mod is on server and players have the mod
  • pommel:item_use — duration use of an item being used/consumed, like eating food
  • pommel:is_submerged — item is submerged in minecraft:water (doesn't work with other liquids)
    • When an item entity is thrown into water but then is no longer in water (e.g. you remove the water) the item still stays in it's "submerged" state
  • pommel:is_enchanted — if item is enchanted
  • pommel:is_misc_entity_holding — items held by Villagers, Witches, Pandas, and Foxes.
    • Note that these three entities will still also take the display settings of the Ground display settings for said model. If need be, you can change the Ground display rotation, translation, scale to make items look better when held in these entity's hands.
  • is_using and is_submerged also change the item model in the gui

For example, by modifying the model, iron_pickaxe.json, you can tell the mod what model should be displayed when held with pommel:is_held.

The held model provided as well as the textures for it can be wherever as long as it's specified by the item model json file.

JSON Example:

{
  "parent": "item/handheld",
  "textures": {
    "layer0": "minecraft:item/2d_model_texture"
  },
  "overrides": [
    { "predicate": { "pommel:is_held": 1.0 }, "model": "minecraft:item/my_held_item" },
    { "predicate": { "pommel:is_fixed": 1.0 }, "model": "minecraft:item/my_framed_item" },
    { "predicate": { "pommel:is_head": 1.0 }, "model": "minecraft:item/my_worn_item" },
    { "predicate": { "pommel:is_ground": 1.0 }, "model": "minecraft:item/my_ground_item" },
  ]
}

Apple Eating Example:

{
  "parent": "minecraft:item/generated",
  "textures": {
    "layer0": "minecraft:item/apple"
  },
  "overrides": [
    { "predicate": { "pommel:is_held": 1 }, "model": "minecraft:item/held_items/apple_3d" },
    { "predicate": { "pommel:item_use": 0.25 }, "model": "minecraft:item/apple_eat_0" },
    { "predicate": { "pommel:is_held": 1, "pommel:item_use": 0.25 }, "model": "minecraft:item/held_items/apple_eat_0_3d" },
    { "predicate": { "pommel:item_use": 0.50 }, "model": "minecraft:item/apple_eat_1" },
    { "predicate": { "pommel:is_held": 1, "pommel:item_use": 0.50 }, "model": "minecraft:item/apple_eat_1_3d" },
    { "predicate": { "pommel:item_use": 0.75 }, "model": "minecraft:item/apple_eat_2" },
    { "predicate": { "pommel:is_held": 1, "pommel:item_use": 0.75 }, "model": "minecraft:item/apple_eat_2_3d" }
  ]
}

In this example, the apple item will change from apple_eat_0 to apple_eat_2 as you eat it. The apple item will also change to a 3d version of this when it's being held in your hand, as well as having unique models for the hand when being eaten.

You may also specify file directories for held models for organizing, as well as changing the parent model to something else.

Other Examples

  • Bonus Tip: If you use the mod, Arsenal (1.20.1 only), the mod's back/holstered slot uses the item frame render type. Feel free to use pommel:is_fixed to replace the back item (as seen below) so a model appears instead of the item. Note that items in item frames will also use this same model.

    Replaces the carved pumpkin on head with an emerald. Just like a Sim. Sword on back with the use of Arsenal (1.20.1) and pommel:is_fixed predicate.

Questions

Q: Does this work with CIT [Custom Item Textures]?

A: CIT Resewn and Optifine will work as long as you have CIT replace the item with an item model (and not with a texture). CIT lets you replace an item's model, so Pommel will still allow you to have custom held models.

Q: Does this work with Vanilla Minecraft's item predicates such as Custom Model Data or bow Pulling?

A: Yes, but be sure you specify pommel:is_held for the custom_model_data models as well.
<dd>Here is an example of using vanilla item predicates and held item models:</dd>
{
  "parent": "item/handheld",
  "textures": {
    "layer0": "item/base_item"
  },
  "overrides": [
  { "predicate": { "pommel:is_held": 1.0 }, "model": "minecraft:item/base_item_held" },
    { "predicate": { "custom_model_data": 1 }, "model": "minecraft:item/custom_item" },
    { "predicate": { "custom_model_data": 1, "pommel:is_held": 1.0 }, "model": "minecraft:item/custom_item_held" }
  ]
}

Q: Is this compatible with Eating Animation mod?

A: Yes, Eating Animation can let you replace the model of your choosing with Pommel when you eat an item. The mod has two predicates, eating and eat (no mod id in front) so you can combine that with the Pommel predicates. The code will be just like the custom_model_data example above with Eating Animation's predicates. There is also a video guide on Eating Animation (also linked on the mod's page) that will show you how to set it up, too! Please check out the mod!
A: Second answer, you can also use pommel:item_use exactly the same with the identical effect without the use of Eating Animation mod. I do not want to "replace" Eating Animation. Rather, the item_use predicate was made as Eating Animation mod has some compatability issues with CIT, so this can be used as an alternative. Item models may not change/render the correct CIT model with Eating Animation, whereas Pommel does not have such issue.

Q: How would I replace a modded item's held model?

A: Same json hierarchy as in the JSON example, but instead of the id, minecraft in front, it would be <mod_id>.

Q: I'm having issues getting my held model to work. Where can I go for troubleshooting?

A: First check if your JSON code doesn't have errors, as it's pretty easy to accidentally screw up JSON code. Most IDEs will check for any errors, but there are some other websites that can check. If you're still having issues, honestly the best way to get support is to reach out to me on Discord (username is timmychips), or make an Issue request on the Github!

All Versions

+ Add Version
Name Game version Platforms Published Downloads Actions
1.20.1
Fabric
15h ago 1
1.21.x
Fabric
15h ago 1
1.20.1
Fabric
15h ago 1
1.21.x
Fabric
15h ago 1
1.20.1
Fabric
15h ago 1
1.21.x
Fabric
15h ago 1
1.20.1
Fabric
15h ago 1
1.21.x
Fabric
15h ago 1
1.20.1
Fabric
15h ago 1
1.21.x
Fabric
15h ago 1
1.20.1
Fabric
15h ago 1
1.21.x
Fabric
15h ago 1
1.20.1
Fabric
15h ago 1
1.21.x
Fabric
15h ago 1
1.20.1
Fabric
15h ago 1
1.21.x
Fabric
15h ago 1
1.20.1
Fabric
15h ago 1
1.21.x
Fabric
15h ago 1
1.21.x
Fabric
15h ago 1
1.20.1
Fabric
15h ago 1
1.20.1
Fabric
15h ago 1
1.21.x
Fabric
15h ago 1
1.20.1
Fabric
15h ago 1
1.21.x
Fabric
15h ago 1
### Fixes
  • Deprecated **pommel:is_thrown** predicate now properly works and converts to new, **is_projectile** predicate.
  • Originally the backwards compatability predicate wasn't named right.. oops
  • is_thrown** is present for backwards compatability with resource packs
  • See 1.4.0 changelog for more info on **is_projectile**.
  • Eye of Ender will now properly work with new predicate and **is_thrown** again.
### Fixes
  • Deprecated **pommel:is_thrown** predicate now properly works and converts to new, **is_projectile** predicate.
  • Originally the backwards compatability predicate wasn't named right.. oops
  • is_thrown** is present for backwards compatability with resource packs
  • See 1.4.0 changelog for more info on **is_projectile**.
  • Eye of Ender will now properly work with new predicate and **is_thrown** again.
### Changes
  • Re-added predicate, **pommel:is_flying** for backwards compatability with resource packs
  • Works exactly the same as new **is_projectile** predicate. Pommel will make the original predicate work for projectiles.
  • See 1.4.0 changelog for more info on **is_projectile**.
### Changes
  • Re-added predicate, **pommel:is_flying** for backwards compatability with resource packs
  • Works exactly the same as new **is_projectile** predicate. Pommel will make the original predicate work for projectiles.
  • See 1.4.0 changelog for more info on **is_projectile**.
### Changes
  • Renamed predicate, **pommel:is_flying** to **pommel:is_projectile**

### Addtions
  • pommel:is_projectile**
  • Can change the firework model when launched regularly or with the crossbow
  • Added compatability with [2D Projectiles](https://modrinth.com/mod/twod_projectiles) mod to be able to change arrow 2d item models
  • Note:** arrows rendered with this mod use the Ground transformation type. The mod also lets you configure the "up direction" of the arrow.
  • New predicate, **pommel:shield_has_banner**
  • Change item model if shield item has banner added to it
### Changes
  • Renamed predicate, **pommel:is_flying** to **pommel:is_projectile**

### Addtions
  • pommel:is_projectile**
  • Can change the firework model when launched regularly or with the crossbow
  • Added compatability with [2D Projectiles](https://modrinth.com/mod/twod_projectiles) mod to be able to change arrow 2d item models
  • Note:** arrows rendered with this mod use the Ground transformation type. The mod also lets you configure the "up direction" of the arrow.
  • New predicate, **pommel:shield_has_banner**
  • Change item model if shield item has banner added to it
### Fixes
  • Fixed issue where mods that change the Item Entity rendering (like Item Physic Lite) could prevent **is_ground** predicate from rendering.
  • Fixed error message when Supplementaries is installed
### Fixes
Fixed issue where mods that change the Item Entity rendering (like Item Physic Lite) could prevent **is_ground** predicate from rendering.
### Additions
  • New predicate, **pommel:is_enchanted**
  • Value of 1 if item is enchanted or 0 if not
  • Based on if item has enchantment or stored enchantments nbt element(s)
  • Example JSON:
``json
{
"parent": "minecraft:item/handheld",
"textures": {
"layer0": "minecraft:item/diamond_pickaxe"
},
"overrides": [
{ "predicate": { "pommel:is_held": 1.0 }, "model": "minecraft:item/pommel_held_models/diamond_pickaxe" },
{ "predicate": { "pommel:is_enchanted": 1.0 }, "model": "minecraft:item/diamond_pickaxe_enchanted" },
{ "predicate": { "pommel:is_held": 1.0, "pommel:is_enchanted": 1.0 }, "model": "minecraft:item/pommel_held_models/diamond_pickaxe_enchanted" }
]
}
``

### Additions
  • New predicate, **pommel:is_enchanted**
  • Value of 1 if item is enchanted or 0 if not
  • Based on if item has enchantment or stored enchantments component(s)
  • Example JSON:
``json
{
"parent": "minecraft:item/handheld",
"textures": {
"layer0": "minecraft:item/diamond_pickaxe"
},
"overrides": [
{ "predicate": { "pommel:is_held": 1.0 }, "model": "minecraft:item/pommel_held_models/diamond_pickaxe" },
{ "predicate": { "pommel:is_enchanted": 1.0 }, "model": "minecraft:item/diamond_pickaxe_enchanted" },
{ "predicate": { "pommel:is_held": 1.0, "pommel:is_enchanted": 1.0 }, "model": "minecraft:item/pommel_held_models/diamond_pickaxe_enchanted" }
]
}
``

### Additons
  • Added new predicate: **pommel:item_use**.
  • Starts from value 0 when player starts to use/consume an item and ends at value 1 when player finishes using the item.
  • apple.json** eating food example:
``java
{
"parent": "minecraft:item/generated",
"textures": {
"layer0": "minecraft:item/apple"
},
"overrides": [
{ "predicate": { "pommel:item_use": 0.25 }, "model": "minecraft:item/apple_eat_0" },
{ "predicate": { "pommel:item_use": 0.50 }, "model": "minecraft:item/apple_eat_1" },
{ "predicate": { "pommel:item_use": 0.75 }, "model": "minecraft:item/apple_eat_2" }
]
}
``
  • The time it takes to go from 0 to 1 is based on the item's use ticks.

### Fixes
  • Fixed an issue where it would output to the console/log every time you used an item. _Uhhh.. oops._
### Additons
  • Added new predicate: **pommel:item_use**.
  • Starts from value 0 when player starts to use/consume an item and ends at value 1 when player finishes using the item.
  • apple.json** eating food example:
``java
{
"parent": "minecraft:item/generated",
"textures": {
"layer0": "minecraft:item/apple"
},
"overrides": [
{ "predicate": { "pommel:item_use": 0.25 }, "model": "minecraft:item/apple_eat_0" },
{ "predicate": { "pommel:item_use": 0.50 }, "model": "minecraft:item/apple_eat_1" },
{ "predicate": { "pommel:item_use": 0.75 }, "model": "minecraft:item/apple_eat_2" }
]
}
``
  • The time it takes to go from 0 to 1 is based on the item's use ticks.

### Additions
  • New predicate: **pommel:is_misc_entity_holding**
  • Value 1.0 will change the item held for Villagers, Witches, Pandas, and Foxes to the specified model
### Changes
  • Villagers, Witches, Pandas, and Foxes no longer use predicate, **is_held** and will now use, **is_misc_entity_holding**
### Fixes
  • Predicate, **is_thrown** now properly registers and will now work for thrown item entities
  • Fixed couple of ticks of **is_using** predicate changing item models in first person when swapping to a new item
### Additions
  • New predicate: **pommel:is_misc_entity_holding**
  • Value 1.0 will change the item held for Villagers, Witches, Pandas, and Foxes to the specified model
### Changes
  • Villagers, Witches, Pandas, and Foxes no longer use predicate, **is_held** and will now use, **is_misc_entity_holding**
### Fixes
  • Predicate, **is_thrown** now properly registers and will now work for thrown item entities
  • Fixed couple of ticks of **is_using** predicate changing item models in first person when swapping to a new item
### Additions:
  • New predicate: **pommel:first_third_person**
  • Value of **0.5** changes the model specified when in first person, value of **1.0** changes the model when in third person.
  • Example JSON:

``
{
"parent": "minecraft:item/handheld",
"textures": {
"layer0": "minecraft:item/stick"
},
"overrides": [
{ "predicate": { "pommel:first_third_person": 0.5 }, "model": "minecraft:item/pommel_held_models/wooden_axe" },
{ "predicate": { "pommel:first_third_person": 1.0 }, "model": "minecraft:item/pommel_held_models/golden_axe" }
]
}

``
  • Item will change to custom "wooden_axe" model when in first person, and will change to custom "golden_axe" model when in third person. Other cases will render "stick".

### Fixes:
  • Using an item with **is_used** predicate will now properly reset when swapping to a new item. Before it could change item models for a couple ticks when you switch to a new item.
  • Fixed a crash when right clicking with a shield with a banner pattern, or other similar items that have component range values.
  • Predicate **is_submerged** will now properly work with thrown item entities. Item entities will now properly change to the specified **is_submerged** model when in water, and will stay in that state when out of water.
  • Before, item entities would only use the **is_submerged** model even when they weren't suppposed to.
### Additions:
  • New predicate: **pommel:first_third_person**
  • Value of **0.5** changes the model specified when in first person, value of **1.0** changes the model when in third person.
  • Example JSON:

``
{
"parent": "minecraft:item/handheld",
"textures": {
"layer0": "minecraft:item/stick"
},
"overrides": [
{ "predicate": { "pommel:first_third_person": 0.5 }, "model": "minecraft:item/pommel_held_models/wooden_axe" },
{ "predicate": { "pommel:first_third_person": 1.0 }, "model": "minecraft:item/pommel_held_models/golden_axe" }
]
}

``
  • Item will change to custom "wooden_axe" model when in first person, and will change to custom "golden_axe" model when in third person. Other cases will render "stick".

### Fixes:
  • Using an item with **is_used** predicate will now properly reset when swapping to a new item. Before it could change item models for a couple ticks when you switch to a new item.
  • Fixed a crash when right clicking with a shield with a banner pattern, or other similar items that have component range values.
  • Predicate **is_submerged** will now properly work with thrown item entities. Item entities will now properly change to the specified **is_submerged** model when in water, and will stay in that state when out of water.
  • Before, item entities would only use the **is_submerged** model even when they weren't suppposed to.
### Additions:
  • New predicate: **is_using** predicate will change the item model when you hold the use/right click with any item
  • is_using** has an "interpolation" of ~1sec to swap to other item models over time as it changes back to the normal model when the player stops using said item
  • Thrown projectiles (eggs, snowballs, enderpearls, etc.) all use a new predicate: **is_thrown**
  • New predicate: **is_submerged** when the player is under minecraft:water (doesn't work with other liquids)
  • When an item entity is thrown into water but then is no longer in water (i.e. you remove the water) the item still stays in it's "submerged" state
  • is_using** and **is_submerged** also change the item model in the gui


### Changes:
  • Villagers, Pandas, and Witches all now use the **is_held** predicate instead of **is_ground**
  • Note that these entities will still also take the display settings of the Ground display settings for said model. If need be, you can change the Ground display rotation, translation, scale to make items look better when held in these entity's hands.
  • is_ground** no longer changes the item model for thrown projectiles

### Known Issues:
  • is_using** - Using an item and quickly switching to another may change the item model for a couple ticks for the client player.
### Additions:
  • New predicate: **is_using** predicate will change the item model when you hold the use/right click with any item
  • is_using** has an "interpolation" of ~1sec to swap to other item models over time as it changes back to the normal model when the player stops using said item
  • Thrown projectiles (eggs, snowballs, enderpearls, etc.) all use a new predicate: **is_thrown**
  • New predicate: **is_submerged** when the player is under minecraft:water (doesn't work with other liquids)
  • When an item entity is thrown into water but then is no longer in water (i.e. you remove the water) the item still stays in it's "submerged" state
  • is_using** and **is_submerged** also change the item model in the gui


### Changes:
  • Villagers, Pandas, and Witches all now use the **is_held** predicate instead of **is_ground**
  • Note that these entities will still also take the display settings of the Ground display settings for said model. If need be, you can change the Ground display rotation, translation, scale to make items look better when held in these entity's hands.
  • is_ground** no longer changes the item model for thrown projectiles
Pushing fix from 1.20.1 to 1.21.x
Fix for the mod, Knights & Heraldry
Resource packs can now change the item model when it is in an Item Frame (aka "Fixed") or when worn in the head slot.

New Item Predicates:
  • pommel:is_fixed - Used for when item is in an item frame
  • pommel:is_head - Used for when item is worn on head

Bonus Tip: If you use the mod, Arsenal (1.20.1 only), the mod's back slot uses the item frame render type for it. Feel free to use pommel:is_fixed to replace the back item (as seen below).

![Player with custom item models for the head and on back (fixed/item frame)](https://cdn.modrinth.com/data/cached_images/fb8cd3b33eee2bd6a9dabae4c77e995ebc765032.png)
Replaces the carved pumpkin on head with an emerald.. just like a Sim. Sword on back with the use of Arsenal (1.20.1).
Resource packs can now change the item model when it is in an Item Frame (aka "Fixed") or when worn in the head slot.

New Item Predicates:
  • pommel:is_fixed - Used for when item is in an item frame
  • pommel:is_head - Used for when item is worn on head

Bonus Tip: If you use the mod, Arsenal (1.20.1 only), the mod's back slot uses the item frame render type for it. Feel free to use pommel:is_fixed to replace the back item (as seen below).

![Player with custom item models for the head and on back (fixed/item frame)](https://cdn.modrinth.com/data/cached_images/fb8cd3b33eee2bd6a9dabae4c77e995ebc765032.png)
Replaces the carved pumpkin on head with an emerald.. just like a Sim. Sword on back with the use of Arsenal (1.20.1).
Backport to 1.20.1

Any resource packs made for 1.21.x are still compatible with this version of the mod.
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