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How to create Animated Armor

This page will not cover how to code Armor from the ground up, only how to add the required Azurelib code for the animations and model to work.

Needed Steps in Armor Item

To start, you must implement GeoItem
Instantiate a new AnimatableInstanceCache via AzureLibUtil.createInstanceCache(this) at the top of your entity class and return it in getAnimatableInstanceCache like so
private final AnimatableInstanceCache cache = AzureLibUtil.createInstanceCache(this);
@Override
public AnimatableInstanceCache getAnimatableInstanceCache() {
return cache;
}
Add any controllers you want for animations in registerControllers
@Override
public void registerControllers(ControllerRegistrar controllers) {
controllers.add(new AnimationController<>(this, "controllerName", 0, event ->
{
return event.setAndContinue(RawAnimation.begin().thenLoop("idle"));
}));
}

Creating the model class

Create a new class that extends GeoModel, then implement all the required methods:
public class ExampleArmorModel extends GeoModel<ExampleItem> {
// Models must be stored in assets/<modid>/geo with subfolders supported inside the geo folder
private static final ResourceLocation model = new ResourceLocation("yournamespace", "geo/yourmodel.geo.json");
// Textures must be stored in assets/<modid>/textures with subfolders supported inside the textures folder
private static final ResourceLocation texture = new ResourceLocation("yournamespace", "textures/<modeltype>/yourtexture.png");
// Animations must be stored in assets/<modid>/animations with subfolders supported inside the animations folder
private static final ResourceLocation animation = new ResourceLocation("yournamespace", "animations/youranimation.animation.json");
@Override
public ResourceLocation getModelResource(ExampleItem object) {
return this.model;
}
@Override
public ResourceLocation getTextureResource(ExampleItem object) {
return this.texture;
}
@Override
public ResourceLocation getAnimationResource(ExampleItem object) {
return this.animation;
}
}

Creating the renderer class

Create a class that extends GeoArmorRenderer, then just set it like so:
public class ExampleArmorRenderer extends GeoArmorRenderer<ExampleItem> {
public ExampleArmorRenderer() {
super(new ExampleArmorModel());
}
}

Registering the renderer

Fabric/NeoForge/Forge 1.20.1+

In your Item class, add:
private final Supplier<Object> renderProvider = GeoItem.makeRenderer(this);
// Creates the render
@Override
public void createRenderer(Consumer<Object> consumer) {
consumer.accept(new RenderProvider() {
// Your render made above
private ExampleArmorRenderer renderer;
@Override
public @NotNull HumanoidModel<LivingEntity> getHumanoidArmorModel(LivingEntity livingEntity, ItemStack itemStack, EquipmentSlot equipmentSlot, HumanoidModel<LivingEntity> original) {
if (renderer == null)
return new ExampleArmorRenderer();
renderer.prepForRender(livingEntity, itemStack, equipmentSlot, original);
return this.renderer;
}
});
}
@Override
public Supplier<Object> getRenderProvider() {
return renderProvider;
}

Forge 1.19.4 and older

In your Item class, add:
@Override
public void initializeClient(Consumer<IClientItemExtensions> consumer) {
consumer.accept(new IClientItemExtensions() {
private ExampleItemRenderer renderer;
@Override
public @NotNull HumanoidModel<?> getHumanoidArmorModel(LivingEntity livingEntity, ItemStack itemStack, EquipmentSlot equipmentSlot, HumanoidModel<?> original) {
if (renderer == null)
return new ExampleItemRenderer();
renderer.prepForRender(livingEntity, itemStack, equipmentSlot, original);
return this.renderer;
}
});
}