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Моды/Yes Steve Model
Yes Steve Model

Yes Steve Model

A mod that modifies the vanilla player model

6.4M
1.9K

2.6.4-neoforge+mc1.21.1

release24 марта 2026 г.

YSM 2.6.4 Changelog

  • Improved model object loading.

    • Fixed a crash caused by switching YSM models when installed alongside Touhou Little Maid.
  • Fixed incorrect Y-axis offset when riding boats, minecarts, and other vehicles while using a YSM model with Touhou Little Maid.

  • Improved molang struct creation logic.

  • Added a new configuration option merge_multiline_expr (see default model), which merges multi-line expressions within command keyframes.

    • This option is a fix for a BlockBench export issue.
  • Fixed abnormal rotation when replacing vehicle models from Immersive Aircraft and Simple Planes.

2.6.4-fabric+mc1.21.1

release24 марта 2026 г.

YSM 2.6.4 Changelog

  • Improved model object loading.

    • Fixed a crash caused by switching YSM models when installed alongside Touhou Little Maid.
  • Fixed incorrect Y-axis offset when riding boats, minecarts, and other vehicles while using a YSM model with Touhou Little Maid.

  • Improved molang struct creation logic.

  • Added a new configuration option merge_multiline_expr (see default model), which merges multi-line expressions within command keyframes.

    • This option is a fix for a BlockBench export issue.
  • Fixed abnormal rotation when replacing vehicle models from Immersive Aircraft and Simple Planes.

2.6.4-forge+mc1.20.1

release24 марта 2026 г.

YSM 2.6.4 Changelog

  • Improved model object loading.

    • Fixed a crash caused by switching YSM models when installed alongside Touhou Little Maid.
  • Fixed incorrect Y-axis offset when riding boats, minecarts, and other vehicles while using a YSM model with Touhou Little Maid.

  • Improved molang struct creation logic.

  • Added a new configuration option merge_multiline_expr (see default model), which merges multi-line expressions within command keyframes.

    • This option is a fix for a BlockBench export issue.
  • Fixed abnormal rotation when replacing vehicle models from Immersive Aircraft and Simple Planes.

2.6.4-fabric+mc1.20.1

release24 марта 2026 г.

YSM 2.6.4 Changelog

  • Improved model object loading.

    • Fixed a crash caused by switching YSM models when installed alongside Touhou Little Maid.
  • Fixed incorrect Y-axis offset when riding boats, minecarts, and other vehicles while using a YSM model with Touhou Little Maid.

  • Improved molang struct creation logic.

  • Added a new configuration option merge_multiline_expr (see default model), which merges multi-line expressions within command keyframes.

    • This option is a fix for a BlockBench export issue.
  • Fixed abnormal rotation when replacing vehicle models from Immersive Aircraft and Simple Planes.

2.6.3-neoforge+mc1.21.1

release13 марта 2026 г.

2.6.3 Changelog

Bug Fixes

  • Fixed an issue where a client-side model build failure could cause model synchronization to hang
  • Fixed an issue with the configuration interface displaying incorrectly
  • Fixed compatibility issues with the latest version of Sophisticated Backpacks
  • Removed the 32-layer nesting limit for model bones

Feature Improvements

  • Added the ability for Bedrock animation controllers to invoke hardcoded control logic
  • Added sub-animation controllers
  • Allowed loading empty models
  • Improved renderer scheduling

Animation & Model Updates

  • Added Mini Wine Fox model (Thanks: 白色北熊)
  • Added Wedding Wine Fox model (Thanks: 羊毛Official)
  • Added Nine-Tail Wine Fox model (Thanks: 星海境)
  • Added Tactical Wine Fox model (Thanks: 汽水弹珠Pixel)
  • Modified Wine Fox Car model (Thanks: 辣辣火鸡面)

Animation Controller Updates

Dynamic Controllers

By creating Bedrock controllers with specific name prefixes, you can add custom controllers to designated slots in YSM's animation pipeline. Controllers within the same group are sorted alphabetically by name and loaded in order; the later a controller appears, the higher its priority.

PrefixExampleInsertion Point (priority low → high)
player.pre_parallelplayer.pre_parallel_meowBefore all controllers
player.pre_main_player.pre_main_meowBefore player.main (main animation)
player.post_main_player.post_main_meowAfter player.main (main animation)
player.pre_hold_player.pre_hold_meowBefore player.hold_offhand / player.hold_mainhand (hold)
player.post_hold_player.post_hold_meowAfter player.hold_offhand / player.hold_mainhand (hold)
player.pre_swing_player.pre_swing_meowBefore player.swing (swing animation)
player.post_swing_player.post_swing_meowAfter player.swing (swing animation)
player.pre_use_player.pre_use_meowBefore player.use (use animation)
player.post_use_player.post_use_meowAfter player.use (use animation)
player.parallelplayer.parallel_meowEnd of the controller pipeline

Hardcoded State

A new built-in state named ysm-builtin has been added (must be added manually). When the animation controller enters this state, it invokes YSM's built-in hardcoded control logic (i.e., the behavior used when no Bedrock controller is present).

Example

In the main animation controller player.main, when v.idle_type equals 1, the idle animation is replaced with the flying animation.

Notes

  • The transition time of this state affects the hardcoded controller.
  • Particles, sound effects, and "on entry / on exit" expressions function normally in this state.
  • This state is treated as an empty state — animations within it will not play.
  • Molang script controllers function normally in this state.

Empty State Chained Transitions

When the animation controller transitions to an empty state (a state with no animations), it will immediately re-evaluate transitions.

Example

Within a single frame, if the animation controller is in state A and the conditions for both A -> B -> C transitions are met, and B is an empty state:

  • Old behavior: Only the A -> B transition is executed. On the next frame, conditions are re-evaluated, and B -> C is executed only if conditions are still met.
  • New behavior: The A -> B -> C chained transition is executed within the same frame.

Notes

  • If a cyclic transition such as A -> B -> C -> A -> ... is detected, the controller will stop at the last state before the cycle begins (i.e., C).
  • During chained transitions, particles, sound effects, and "on entry / on exit" expressions of intermediate states function normally.

Sub-Controllers

When a controller named {parent} transitions to a state named ysm-entry-{child}, it invokes the controller logic of {parent}.{child}. The state that triggers the sub-controller is called the "entry state".

Example

The player.main controller uses a player.main.idle sub-controller, which in turn nests a player.main.idle.type1 sub-controller.

Notes

  • The transition time of the entry state is ignored, but particles, sound effects, and "on entry / on exit" expressions function normally.
  • The entry state is treated as an empty state — animations within it will not play.
  • Each frame, the parent controller's transition conditions are checked first. If the entry state transitions to another state, the corresponding sub-controller is immediately invalidated and reset.
  • When a sub-controller is invalidated, the "on exit" expression of its current state functions normally.
  • Sub-controllers cannot use the ysm-builtin built-in state.
  • Sub-controllers can be nested up to 5 levels deep.

Совместимость

Minecraft: Java Edition

1.21.x1.20.x1.19.x1.18.x1.16.x

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Лицензия:LicenseRef-All-Rights-Reserved
Опубликован:2 года назад
Обновлён:3 недели назад
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