ModelPart.color(color: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| color accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.color(r: Number, g: Number, b: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| r accepts | typings.-1950496919||
| g accepts | typings.-1950496919||
| b accepts | typings.-1950496919||
| Return Value | typings.-6801764
Gets the opacity multiplier of this part
Note that opacity settings will only take effect if the part has a suitable Render Type for them, mainly TRANSLUCENT
Check out modelPart.setPrimaryRenderType() for how to do this 
ModelPart.getOpacity(): Number | Method Property | Fluent Description | Representation |
|---|---|---|
| Return Value | typings.-1950496919
Gets the Render Task with the given name from this part
Returns a table with all tasks if a name is not given 
ModelPart.getTask(): Table<String, RenderTask> | Method Property | Fluent Description | Representation |
|---|---|---|
| Return Value | typings.-370082896
ModelPart.getTask(taskName: String): RenderTask | Method Property | Fluent Description | Representation |
|---|---|---|
| taskName accepts | typings.-1808118735||
| Return Value | typings.-1107424165
Sets the light level to be used when rendering this part
Values you give are 0 to 15, indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this part 
ModelPart.light(light: Vector2): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| light accepts | typings.2002444079||
| Return Value | typings.-6801764
ModelPart.light(blockLight: Integer, skyLight: Integer): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| blockLight accepts | typings.-672261858||
| skyLight accepts | typings.-672261858||
| Return Value | typings.-6801764
Sets the given matrix as the position matrix for this model part
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position, rot, or scale in the model part
If you call setPos() or a similar function, the effects of setMatrix() will be overwritten 
ModelPart.matrix(matrix: Matrix4): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| matrix accepts | typings.-1789003661||
| Return Value | typings.-6801764
Creates a new, empty, group model part as a child of this part, at the same pivot point
Takes two arguments, the new part's name, and optionally its parent type 
ModelPart.newPart(name: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| name accepts | typings.-1808118735||
| Return Value | typings.-6801764
ModelPart.newPart(name: String, parentType: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| name accepts | typings.-1808118735||
| parentType accepts | typings.-1808118735||
| Return Value | typings.-6801764
Sets the pivot offset point for this part (multiplicative)
Nil values are assumed to be 0
For absolute pivot point values, check out the non-offset pivot functions 
ModelPart.offsetPivot(offsetPivot: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| offsetPivot accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.offsetPivot(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the rotation offset for this part
Nil values for rotation are assumed to be 0
Angles are given in degrees
For absolute rotation values, check out the non-offset rot functions 
ModelPart.offsetRot(offsetRot: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| offsetRot accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.offsetRot(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the scale offset for this part
Nil values are assumed to be 1
For absolute scale values, check out the non-offset rot functions 
ModelPart.offsetScale(offsetScale: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| offsetScale accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.offsetScale(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the opacity multiplier of this part
Note that opacity settings will only take effect if the part has a suitable Render Type for them, mainly TRANSLUCENT
Check out modelPart.setPrimaryRenderType() for how to do this 
ModelPart.opacity(opacity: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| opacity accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the overlay color to be used when rendering this part
Values you give are 0 to 15, indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this part 
ModelPart.overlay(overlay: Vector2): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| overlay accepts | typings.2002444079||
| Return Value | typings.-6801764
ModelPart.overlay(whiteOverlay: Integer, hurtOverlay: Integer): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| whiteOverlay accepts | typings.-672261858||
| hurtOverlay accepts | typings.-672261858||
| Return Value | typings.-6801764
Gets a matrix which transforms a point from this part's position to a world location
Recommended to use this in POST_RENDER, as by then the matrix is updated
In RENDER it will be 1 frame behind the part's visual position for that frame
Also, if the model is not rendered in-world, the part's matrix will not be updated
Paperdoll rendering and other UI renderings will not affect this matrix 
ModelPart.partToWorldMatrix(): Matrix4 | Method Property | Fluent Description | Representation |
|---|---|---|
| Return Value | typings.-1789003661
Sets the absolute pivot for this part
Nil values are assumed to be 0
For relative pivot offsets, check out the "offset" pivot functions 
ModelPart.pivot(pivot: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| pivot accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.pivot(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the position offset for this part from its Blockbench position
Nil values for position are assumed to be 0 
ModelPart.pos(pos: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| pos accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.pos(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
ModelPart.primaryColor(color: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| color accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.primaryColor(r: Number, g: Number, b: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| r accepts | typings.-1950496919||
| g accepts | typings.-1950496919||
| b accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the current primary render type of this model part
Nil by default, meaning the part copies the primary render type of its parent during rendering
Check the docs enum command for all render types 
ModelPart.primaryRenderType(renderType: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| renderType accepts | typings.-1808118735||
| Return Value | typings.-6801764
Sets the primary texture override of this part
Check the TextureType types in the list docs
If using "resource", the second parameter should indicate the path to the Minecraft texture you want to use
If using "custom", the second parameter should indicate a texture object 
ModelPart.primaryTexture(textureType: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| textureType accepts | typings.-1808118735||
| Return Value | typings.-6801764
ModelPart.primaryTexture(resource: String, path: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| resource accepts | typings.-1808118735||
| path accepts | typings.-1808118735||
| Return Value | typings.-6801764
ModelPart.primaryTexture(custom: String, texture: Texture): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| custom accepts | typings.-1808118735||
| texture accepts | typings.246836475||
| Return Value | typings.-6801764
ModelPart.removeTask(): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| Return Value | typings.-6801764
ModelPart.removeTask(taskName: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| taskName accepts | typings.-1808118735||
| Return Value | typings.-6801764
ModelPart.removeTask(renderTask: RenderTask): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| renderTask accepts | typings.-1107424165||
| Return Value | typings.-6801764
Sets the absolute rotation for this part
Nil values for rotation are assumed to be 0
Angles are given in degrees
For relative rotation values, check out the "offset" rot functions 
ModelPart.rot(rot: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| rot accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.rot(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
ModelPart.scale(scale: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| scale accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.scale(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
ModelPart.secondaryColor(color: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| color accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.secondaryColor(r: Number, g: Number, b: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| r accepts | typings.-1950496919||
| g accepts | typings.-1950496919||
| b accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the current secondary render type of this model part
Nil by default, meaning the part copies the secondary render type of its parent during rendering
Check the docs enum command for all render types 
ModelPart.secondaryRenderType(renderType: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| renderType accepts | typings.-1808118735||
| Return Value | typings.-6801764
Sets the secondary texture override of this part
Check the TextureType types in the list docs
If using "resource", the second parameter should indicate the path to the Minecraft texture you want to use
If using "custom", the second parameter should indicate a texture object 
ModelPart.secondaryTexture(textureType: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| textureType accepts | typings.-1808118735||
| Return Value | typings.-6801764
ModelPart.secondaryTexture(resource: String, path: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| resource accepts | typings.-1808118735||
| path accepts | typings.-1808118735||
| Return Value | typings.-6801764
ModelPart.secondaryTexture(custom: String, texture: Texture): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| custom accepts | typings.-1808118735||
| texture accepts | typings.246836475||
| Return Value | typings.-6801764
ModelPart.setColor(color: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| color accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.setColor(r: Number, g: Number, b: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| r accepts | typings.-1950496919||
| g accepts | typings.-1950496919||
| b accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the light level to be used when rendering this part
Values you give are 0 to 15, indicating the block light and sky light levels you want to use
Passing nil will reset the lighting override for this part 
ModelPart.setLight(light: Vector2): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| light accepts | typings.2002444079||
| Return Value | typings.-6801764
ModelPart.setLight(blockLight: Integer, skyLight: Integer): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| blockLight accepts | typings.-672261858||
| skyLight accepts | typings.-672261858||
| Return Value | typings.-6801764
Sets the given matrix as the position matrix for this model part
The normal matrix is automatically calculated as the inverse transpose of this matrix
Calling this DOES NOT CHANGE the values of position, rot, or scale in the model part
If you call setPos() or a similar function, the effects of setMatrix() will be overwritten 
ModelPart.setMatrix(matrix: Matrix4): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| matrix accepts | typings.-1789003661||
| Return Value | typings.-6801764
Sets the pivot offset point for this part (multiplicative)
Nil values are assumed to be 0
For absolute pivot point values, check out the non-offset pivot functions 
ModelPart.setOffsetPivot(offsetPivot: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| offsetPivot accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.setOffsetPivot(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the rotation offset for this part
Nil values for rotation are assumed to be 0
Angles are given in degrees
For absolute rotation values, check out the non-offset rot functions 
ModelPart.setOffsetRot(offsetRot: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| offsetRot accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.setOffsetRot(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the scale offset for this part
Nil values are assumed to be 1
For absolute scale values, check out the non-offset rot functions 
ModelPart.setOffsetScale(offsetScale: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| offsetScale accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.setOffsetScale(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the opacity multiplier of this part
Note that opacity settings will only take effect if the part has a suitable Render Type for them, mainly TRANSLUCENT
Check out modelPart.setPrimaryRenderType() for how to do this 
ModelPart.setOpacity(opacity: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| opacity accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the overlay color to be used when rendering this part
Values you give are 0 to 15, indicating the white overlay and the damage overlay levels you want to use
Passing nil will reset the overlay override for this part 
ModelPart.setOverlay(overlay: Vector2): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| overlay accepts | typings.2002444079||
| Return Value | typings.-6801764
ModelPart.setOverlay(whiteOverlay: Integer, hurtOverlay: Integer): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| whiteOverlay accepts | typings.-672261858||
| hurtOverlay accepts | typings.-672261858||
| Return Value | typings.-6801764
Sets the absolute pivot for this part
Nil values are assumed to be 0
For relative pivot offsets, check out the "offset" pivot functions 
ModelPart.setPivot(pivot: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| pivot accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.setPivot(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the position offset for this part from its Blockbench position
Nil values for position are assumed to be 0 
ModelPart.setPos(pos: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| pos accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.setPos(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
ModelPart.setPrimaryColor(color: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| color accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.setPrimaryColor(r: Number, g: Number, b: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| r accepts | typings.-1950496919||
| g accepts | typings.-1950496919||
| b accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the current primary render type of this model part
Nil by default, meaning the part copies the primary render type of its parent during rendering
Check the docs enum command for all render types 
ModelPart.setPrimaryRenderType(renderType: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| renderType accepts | typings.-1808118735||
| Return Value | typings.-6801764
Sets the primary texture override of this part
Check the TextureType types in the list docs
If using "resource", the second parameter should indicate the path to the Minecraft texture you want to use
If using "custom", the second parameter should indicate a texture object 
ModelPart.setPrimaryTexture(textureType: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| textureType accepts | typings.-1808118735||
| Return Value | typings.-6801764
ModelPart.setPrimaryTexture(resource: String, path: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| resource accepts | typings.-1808118735||
| path accepts | typings.-1808118735||
| Return Value | typings.-6801764
ModelPart.setPrimaryTexture(custom: String, texture: Texture): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| custom accepts | typings.-1808118735||
| texture accepts | typings.246836475||
| Return Value | typings.-6801764
Sets the absolute rotation for this part
Nil values for rotation are assumed to be 0
Angles are given in degrees
For relative rotation values, check out the "offset" rot functions 
ModelPart.setRot(rot: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| rot accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.setRot(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
ModelPart.setScale(scale: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| scale accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.setScale(x: Number, y: Number, z: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| x accepts | typings.-1950496919||
| y accepts | typings.-1950496919||
| z accepts | typings.-1950496919||
| Return Value | typings.-6801764
ModelPart.setSecondaryColor(color: Vector3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| color accepts | typings.2002444080||
| Return Value | typings.-6801764
ModelPart.setSecondaryColor(r: Number, g: Number, b: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| r accepts | typings.-1950496919||
| g accepts | typings.-1950496919||
| b accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the current secondary render type of this model part
Nil by default, meaning the part copies the secondary render type of its parent during rendering
Check the docs enum command for all render types 
ModelPart.setSecondaryRenderType(renderType: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| renderType accepts | typings.-1808118735||
| Return Value | typings.-6801764
Sets the secondary texture override of this part
Check the TextureType types in the list docs
If using "resource", the second parameter should indicate the path to the Minecraft texture you want to use
If using "custom", the second parameter should indicate a texture object 
ModelPart.setSecondaryTexture(textureType: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| textureType accepts | typings.-1808118735||
| Return Value | typings.-6801764
ModelPart.setSecondaryTexture(resource: String, path: String): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| resource accepts | typings.-1808118735||
| path accepts | typings.-1808118735||
| Return Value | typings.-6801764
ModelPart.setSecondaryTexture(custom: String, texture: Texture): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| custom accepts | typings.-1808118735||
| texture accepts | typings.246836475||
| Return Value | typings.-6801764
Sets the UV of this part
This function is normalized, meaning it works with values 0 to 1
If you say setUV(0.5, 0.25), for example, it will scroll by half of your texture width to the right, and one-fourth of the texture width downwards 
ModelPart.setUV(uv: Vector2): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| uv accepts | typings.2002444079||
| Return Value | typings.-6801764
ModelPart.setUV(u: Number, v: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| u accepts | typings.-1950496919||
| v accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the UV matrix of this part
This matrix is applied to all UV points during the transform, with the UVs treated as homogeneous vectors
setUV() and setUVPixels() are just simpler ways of setting this matrix 
ModelPart.setUVMatrix(matrix: Matrix3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| matrix accepts | typings.-1789003662||
| Return Value | typings.-6801764
Sets the UV of this part in pixels
Automatically divides by the results of getTextureSize(), so you can just input the number of pixels you want the UV to scroll by
Errors if the part has multiple different-sized textures
If this part is a Group, it will attempt to setUVPixels on its children 
ModelPart.setUVPixels(uv: Vector2): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| uv accepts | typings.2002444079||
| Return Value | typings.-6801764
ModelPart.setUVPixels(u: Number, v: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| u accepts | typings.-1950496919||
| v accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the UV of this part
This function is normalized, meaning it works with values 0 to 1
If you say setUV(0.5, 0.25), for example, it will scroll by half of your texture width to the right, and one-fourth of the texture width downwards 
ModelPart.uv(uv: Vector2): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| uv accepts | typings.2002444079||
| Return Value | typings.-6801764
ModelPart.uv(u: Number, v: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| u accepts | typings.-1950496919||
| v accepts | typings.-1950496919||
| Return Value | typings.-6801764
Sets the UV matrix of this part
This matrix is applied to all UV points during the transform, with the UVs treated as homogeneous vectors
setUV() and setUVPixels() are just simpler ways of setting this matrix 
ModelPart.uvMatrix(matrix: Matrix3): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| matrix accepts | typings.-1789003662||
| Return Value | typings.-6801764
Sets the UV of this part in pixels
Automatically divides by the results of getTextureSize(), so you can just input the number of pixels you want the UV to scroll by
Errors if the part has multiple different-sized textures
If this part is a Group, it will attempt to setUVPixels on its children 
ModelPart.uvPixels(uv: Vector2): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| uv accepts | typings.2002444079||
| Return Value | typings.-6801764
ModelPart.uvPixels(u: Number, v: Number): ModelPart | Method Property | Fluent Description | Representation |
|---|---|---|
| u accepts | typings.-1950496919||
| v accepts | typings.-1950496919||
| Return Value | typings.-6801764
listFiles
action_wheel
Action
BlockRaycastTypes