Attempting to set a bone's rotation to both its own rotation and the entity's head rotation in neoforge 1.20.4 results in the bone freaking out
NerdyPuzzle opened this issue ยท 6 comments
Trying to use both the bone's own rotation along with the entity's head rotation seems to result in the bone spinning around wildly or being rotated incorrectly. This is not the case if only the bone's rotation or the entity's rotation is used. (setting it to bone.getRotX/Y or headPitch * DEG TO RAD only). This is not the case in forge 1.20.1.
Here is an example of the issue (Ignore the broken texture, that is unrelated)
Strangely this only happens when both head pitch/yaw and rotation are added together but not separately? Not sure why that suddenly started being the case in 1.20.4 but the issue isn't head rotation being incorrect.
Join the GeckoLib Discord and ask there for help
I'll reopen this if it proves to be an actual GeckoLib issue
Currently it does not look to be one