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  1. Minecraft (Bedrock codebase)
  2. MCPE-186491

Entity geometry rotation is ignored when merging identical skeletal structures

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    • Icon: Bug Bug
    • Resolution: Unresolved
    • None
    • 1.21.40.20 Preview, 1.21.22 Hotfix
    • None
    • Community Consensus
    • Multiple

      Summary

      Data-driven entities support the conditional rendering of geometries through render controllers, either through using ternary expressions or indexing into an array. If two geometries share the exact same skeletal structure—with each bone of the same name parented the same way and sharing the same pivot—the rotation property is ignored. It appears to depend on which geometry was loaded first.

      Steps to reproduce:

      The attached add-on contains one entity with two possible states: a default state and a "rotated" state. One has a cube positioned high, the other low and rotated; they otherwise share the same skeleton and pivots.

      • Download the attached add-on and apply it to your world.
      • Summon in the entity "mcpe:model". /summon mcpe:model <location: xyz> 0 0
      • Summon in another of that entity, with the "rotated" variant set: /summon mcpe:model <location: xyz> 0 0 mcpe:rotated

      Observed result:

      The default entity (brick placed low) is facing the south side of the model. The "rotated" variant (stone brick placed high) is also facing the south side.

      Expected result:

      For the "rotated" variant to face the west side, as defined in its model.

            Sprunkles Sprunkles
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