Blockhaven: villagers, witches, illagers and piglins on Java's models - #70
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eklonofficial merged 4 commits intoOct 3, 2026
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…inventory preview The player is Java's PlayerModel (64x64 skin with its outer layer, slim arms) unwrapped exactly as ModelPart.Cube, posed by a port of HumanoidModel.setupAnim. Players can load their own Minecraft skin (64x64 or classic 64x32). Armor is Java's two-layer armor model, using a pack's textures/models/armor when present. The inventory shows the live model turned towards the pointer. Also fixes the elytra wind code throwing in the rain. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG
Its angles came out NaN until the first mouse move, so the preview stayed empty. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG
…from your own game Zombie, husk, drowned, skeleton, stray and wither skeleton use Java's ZombieModel, DrownedModel and SkeletonModel meshes and texture layouts, posed by HumanoidModel.setupAnim with Java's zombie and skeleton arm animations. A resource pack's entity textures replace their painted skins, and the stray's clothes and the drowned's outer layer are drawn as in Java. tools/pack-from-jar.mjs builds a resource pack of the official textures from the player's own installed Minecraft (launcher, Modrinth, Prism or CurseForge), never committed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG
Villagers (with their biome and profession layers), wandering traders, zombie villagers, witches, pillagers, vindicators, evokers, piglins and zombified piglins use Java's VillagerModel, WitchModel, IllagerModel, PiglinModel and ZombieVillagerModel, posed by their setupAnim (folded arms, spellcasting, crossbows, axe swings, flapping ears). Entity texture layers grow to 128x128 so Java's taller textures (the witch's 64x128) fit, and a model face's painted decoration no longer spills onto another face's pixels. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG
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This is the second batch of mobs on Java 1.20.1's own models.
Builds on #69 (and #68). Until those merge, this PR also shows their commits; only the last commit is new.
Models (
entity/javamodels.js, new)VillagerModel: 10-tall head and nose, robe, folded arms, hat with brimvillager/villager+villager/type/plains+villager/profession/<profession>, layered asVillagerProfessionLayerdraws themVillagerModelwandering_traderZombieVillagerModel(zombie arms)zombie_villager/zombie_villager+ its plains typeWitchModel: own head, nose with mole, four-tier hatwitch(64×128)IllagerModel: folded arms swap for free arms when usedillager/pillager,vindicator,evokerPiglinModel: player body with outer layers, wide head, snout, tusks, earspiglin/piglin,piglin/zombified_piglinPoses
IllagerModel.setupAnim):swingWeaponDown).SPELLCASTING, held 1.5 s after summoning fangs).IllagerRendererdoes.Larger entity layers
readEntityTexturescales HD pack images to Java's size, and can lay an image over another (for villager layers).Paint fix
Testing
tests/javamodels.test.mjs(new) checks:humanoid.test.mjsis updated for the 128-px layers.node --test: 129 pass.tools/pack-from-jar.mjsfrom the official 1.20.1 jar (local only), and with their painted defaults.🤖 Generated with Claude Code
https://claude.ai/code/session_01R5yMmGQVzFD1XVDyZe42KG