← Назад к ресурсам

First Person Model Compat

Fix First-Person Model mod issues when using mods like Better Combat, Curios, accessories, and more!

Modrinth optimization

Описание

# FPModel x Compat A technical compatibility layer for **First Person Model (FPM)** that keeps first-person body rendering stable when used with combat, animation, spellcasting, roll, accessory, and cosmetic mods. The goal is simple: your first-person body should stay aligned with the camera, avoid visual clipping, and hide obstructive head/accessory cosmetics only for you, while keeping them visible in third-person and for other players. ## Compatibility Recommendation If you use **Better Combat** with EMF-based player animation/resource packs such as **Fresh Animations Player** or **Fresh Moves**, installing **[Entity Player Compat](https://www.curseforge.com/minecraft/mc-mods/entity-player-compat)** is recommended to fix animation conflicts. ## Compatibility & Integrations ### Combat & Gameplay * **[Better Combat](https://modrinth.com/mod/better-combat)** * Synchronizes arm rotations and body offsets with camera pitch during attack animations. * Detects active combat animation phases for smoother first-person rendering. * **[Spell Engine](https://modrinth.com/mod/spell-engine)** * Extends first-person alignment fixes to spell-casting poses. * Helps hands, weapons, and staves follow the player’s view more naturally. * **[Combat Roll](https://modrinth.com/mod/combat-roll)** * Stabilizes first-person body rendering during rolls. * Prevents camera clipping and visual jitter during movement transitions. * **[Punchy](https://modrinth.com/mod/punchy-fpa)** * First Person Model Priority: Prevents Punchy's FPM integration from blocking First Person Model body rendering when Punchy is disabled or when its FPM hide angle is set to `never`. * Animation State Restoration: Restores Better Combat and Spell Engine first-person animation settings after Punchy's runtime hooks disable them. ### Accessories, Equipment & Cosmetics * **[Accessories](https://modrinth.com/mod/accessories)** * Hides head-related accessory slots in first-person, such as head, hat, face, mask, and goggles. * Keeps accessories visible in third-person and for other players. * **[Curios API](https://modrinth.com/mod/curios)** *(NeoForge)* * Applies the same first-person head-slot hiding behavior to Curios-based equipment. * **[Essential](https://modrinth.com/mod/essential)** * Hides head-related Essential cosmetics in first-person when FPM renders the local player body. * Keeps Essential cosmetics visible in third-person and for other players. * Supported on both Fabric and NeoForge. * **[Relics](https://modrinth.com/mod/relics-mod)** *(NeoForge)* * Adds custom renderer fixes for Relics items such as the Piglin Mask and Chef’s Hat. * **[Artifacts](https://modrinth.com/mod/artifacts)** * Hides scarf-style renderers in first-person while allowing other artifacts to render normally. ## Configuration The mod includes an `ignoredAccessorySlots` option that controls which accessory/cosmetic slot names are hidden in first-person. ## Project Goal FPModel x Compat started as a bridge between **First Person Model** and **Better Combat**, but it is growing into a broader compatibility hub for first-person rendering. ### Have a mod you want to see integrated? Please open an **[Issue](https://github.com/twk0d/fpm-x-compat/issues)** and tell us which mod integration you're looking for! We will evaluate and work on bringing it to life.