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- [EXPERIMENTAL] Attempted fix for an issue where custom freecam FOV settings affected previews and exports that use terrain cutouts.
- Added a "Show Hover Overlay" toggle to the Display tab in the Configuration (
F8) screen, which is toggled on by default.
- Fixed bugged previews & blacked out exports on certain lower-end systems.
- Fixed sizeable FPS drops when using Distant Horizons alongside Mannequin while outside the Export Scene (
F7) screen. - Fixed limbs being placed incorrectly sometimes when using Figura models.
- Fixed a bunch of inconsistent behaviors across different vanilla models:
- Happy Ghast
- Tentacles now show up in selection and can be moved correctly without disappearing during movement.
- Harnesses are now properly attached to the head, following head movements and rotations.
- Harnesses now only contribute to the selection when the Happy Ghast's head is selected.
- Bat
- Wings are now separated from the body, including both the main wing parts and the wing tips.
- Added an extra feet limb.
- Bogged & Stray
- Outer layers (entity features) now move and rotate along with their respective limbs.
- Enderman
- Added an "Angered" toggle, allowing you to switch between hostile and neutral states.
- The Enderman's jaw is now included as part of the head.
- Mushroom Cow
- Selecting legs and other limbs that do not have mushroom entity features attached to them no longer includes those features in the selection.
- Rabbit
- Fixed an issue with imprecise selection.
- Vex
- Added an "Angered" toggle, allowing you to switch between the two textures.
- Added the ability for the Vex to hold an item in its right hand.
- Vindicator & Illusioner
- Added a dropdown setting to switch between "Folded" and "Unfolded" arm states.
- Happy Ghast
- Fixed an issue where limbs could be selected through walls.
- Fixed a bunch of inconsistent behaviors across different vanilla models:
- [EXPERIMENTAL] Voxy & Distant Horizons support!
- However, Distant Horizons along with Iris shaders is NOT supported, and will produce unexpected results. This is a limitation we hope to lift in the future.
- To achieve the best results, use Voxy (best quality and is compatible with Iris in Mannequin) and disable all waving effects in your shader (grass, leaves, etc) to prevent shifts and imprecise exports.
- Iris previews & exports have the sky correctly masked out.
- Shader shadows cast from light sources are now included in previews and exports.
- “Entity Mask” & “Entities Only” now react to depth and other blocks being visible.
- Fixed visual world fragmentation issue when loading into a world for the first time with Iris being active.
- Fixed issue where upon disabling and re-enabling Mannequin, custom models would lose their textures, showing the classic pink and black checkerboard.
- Re-added "Duplicate Mannequin" action, which now also selects the newly created duplicates by default.
- Sneaking no longer impacts movement when dragging the position input boxes.
- [EXPERIMENTAL] Fixed Skin and Model left click selection issues in their respective sidebar menus on certain systems.
- [EXPERIMENTAL] Voxy & Distant Horizons support!
Main Changes
- Rework of the Mannequin editor! It has been reworked from the ground up to provide a much more polished user experience, and has received many improvements:
- Added per-limb locking, along with a red-colored outline to make locked limbs much clearer.
- Position, rotation, and scale input boxes can now be adjusted by holding down and dragging your mouse left or right.
- Added scale snapping, allowing for much more precise scaling adjustments with both the slider and input box.
- Scale limit has been increased from 5x to 25x.
- Items now get their own separate and much easier to navigate Item Settings menu (where applicable), including a live preview while editing settings.
- Model variants, along with default models, now get their own previews as well.
- Previews now fit each model much more accurately, taking their actual in-world rendered geometry into account.
- Elytra wing spread can now be adjusted more precisely, from
0(fully folded) to1(fully spread). - All search boxes in the new editor now support tab autocomplete by typing @ followed by the relevant query, allowing for much faster searching across large mod lists.
- You can now favorite Skins & Models, which will appear at the top of the list for easier access later.
- Cape support! Currently limited to the cape the corresponding user is actively wearing.
- You can now switch skin type independently of the original skin's type.
- Villager & Zombie Villager professions have been split off to reduce cognitive load and allow for base villager variants with different professions.
- Colossal
.bbmodelcompatibility improvements! You should now expect the large majority of your models to work correctly.- Tested across a suite of ~30 Bedrock models and ~15 generic/Java ones, all producing correct results.
- Switched back to a much more precise and optimized CPU-based version of our selection algorithm.
- Compatibility with RenderScale has now been restored.
- Crowd selection no longer skips entities during frame spikes or lag, meaning all entities in-between will now always be included correctly.
- Outline algorithm has been completely rewritten, and is now much more precise!
- Added a faint color overlay matching the outline color for improved visual separation.
- Includes a white limb hover overlay, very similar to Blockbench.
- Both the outline and overlay are once again visible through walls.
- The outline now scales as you fly away, making it much easier to see at long distances.
- 2D textured limbs now render proper outlines from both sides.
- Iris Shaders should now be compatible with the algorithm across almost all shaders.
- Added a faint color overlay matching the outline color for improved visual separation.
Fixes & Improvements
- Villager entity features (clothing) now render correctly.
- Shields now render their enchantment glint properly.
- Mimic from Artifacts mod now renders correctly.
- Ender Dragon limb rotation and movement behavior has been improved to behave much closer to what users would naturally expect.
- Removed the broken "Pale Wolf" variant.
- Arrows used to change previews in the Export Scene (
F7) screen no longer move while cycling between previews. - Right-clicking no longer triggers a new selection when an existing limb is already selected, instead simply opening the Editor. If nothing is selected, it falls back to Root.
- Fixed an issue where
0.25 × 0.25hitboxes remained server-side despite being recalculated correctly on the client, causing entities to become blacked out in the lighting engine. - Fixed visual glitches with armor trims when using ImmediatelyFast.
- Rework of the Mannequin editor! It has been reworked from the ground up to provide a much more polished user experience, and has received many improvements:
Features
- Massive speed improvements in preview generations in the Render Export (
F7) screen by lazy loading previews. - Exports now take far less time to complete in-game, deferring image writes to be done after capturing in-game screenshots.
- Re-added "Breathing" toggle for Player models.
- Added support for custom player heads, along with 3D Skin Layers compatibility.
- Block items on the "Item" model now have 0 pre-existing rotation applied.
- "Item" model pivots should reflect the actual model geometry more accurately.
- Massive speed improvements in preview generations in the Render Export (
Features
- Render Export (
F7) screen rework! It has been remade from the ground up using our in-house custom elements for a greater user experience, with additional improvements:- Added the "AO Map" export mode (vanilla-only);
- The goal of this mode is, by applying the AO Map over the "No Shading" layer with the Multiply blending mode, to achieve a close result to a Vanilla screenshot.
- "No Shading" now works across terrain;
- "Part Map" received improvements, so it should be more reliable.
- The output folder in the UI no longer shows the absolute path to the folder, showing just the name of the output folder instead.
- A lot of the UI elements use custom pixel icons for more pleasant visuals.
- Stronger Mannequin brand identity through the use of a consistent orange and neutral palette.
- [EXPERIMENTAL] Fixed occasional black outlines on edges when using anti-aliasing.
- Added the "AO Map" export mode (vanilla-only);
- Added emissive texture support. This means that certain mobs with glowing parts will now have them displayed correctly.
- You are now able to retarget the overlays into the Reference Window.
- Added ability to use a custom overlay in the Overlays & Scene (
O) menu with transparency controls. - 3D Skin Layers are now usable with Iris Shaders.
- Certain skins no longer retain 2D layers despite 3D Skin Layers being enabled.
- Re-added "Item" & "Ender Dragon" models.
- Item outlines no longer flicker and have "shaded" bits.
- Moving or rotating a specific limb is now more intuitive, in line with what a user might expect.
- Added ability to scale crowds, along with the undo/redo compatibility.
- Attached limbs to a specific limb no longer appear selected.
- Fixed the quick "snap" bug when dragging something, taking a frame or two to catch up to the new position.
- Re-added missing toggles for bow states, crossbow states, etc. Access them by right-clicking the corresponding hand button with the item is in the hand.
Removals
- Removed "Breathing" toggle, as it is useless at the moment.
- Render Export (
- Added Shield Statuses compatibility.
- Fixed shields appearing hollow on "Advanced Normals" exports.
We're moving to version 1.21.11! That being said, version 1.21.8 is now considered as legacy, and will no longer receive updates.
Features
- Entity models are now extracted from the game files.
- By extension, entities from other mods are now supported and can also be selected, though correct visuals are not guaranteed.
- If you find an incompatible mod, let us know in #bug-reports.
- Added the ✨ sheep variant. Yup. It is in.
- [EXPERIMENTAL] Outline rendering has been reworked. It now supports Iris Shaders, and has around 50% better performance.
- Introduced an "Outline Thickness" setting in the "Configuration" screen. Access via Configuration (F8) → Display → Outline Thickness.
- Added a clearer hint near the top of the screen showing the current selection mode and how to switch them.
- Added an "Entity Features" toggle located below the "Breathing" toggle.
- The X/Y/Z displacement HUD now removes trailing zeros.
- Added two new anti-aliasing algorithms as more efficient alternatives to SSAA:
- FXAA: A quick post-processing method that smooths edges with little performance cost, making it suitable for previews and large exports;
- SMAA: A more advanced post-processing technique that preserves edge detail better than FXAA, producing sharper results, especially for thin lines.
- [EXPERIMENTAL] Enhanced Blockbench (.bbmodel) custom model imports across multiple areas, improving alignment with the official specification.
- Updated accessory (except for held items) selection for NPCs (e.g., armor, saddles). They no longer need to be held in the current slot; instead, a menu displays all available options.
- Skin previews are now visible in the "Skins" tab for GUI Scales above 2x.
- Removed the 64-mannequin limit in crowds. Outlines now consistently use the custom algorithm instead of falling back to the default glowing effect.
- "Entities Only" and "Entity Mask" export modes no longer exclude entities with colors near pure black.
- "Advanced Normals" export mode now includes limbs with 2D textures and entity features such as sheep wool.
Removals
- Removed the 2-block specific limb displacement limit.
- Removed render phases text during export, as it seemed to only cause issues.
- Removed "Force Render All" option from the "Overlays & Scene" menu.
- Removed the crowd selection box.
- Entity models are now extracted from the game files.
- [EXPERIMENTAL] [QA UNTESTED] [ALPHA] [IN HEAVY DEVELOPMENT] [UNSTABLE] [RADIOACTIVE] [HAZARDOUS] [GROK CODED THIS IN] Changed Spawn Egg texture. Proceed with caution. May lead to crashes and a wipe of your system root directory.
- Downgraded Fabric Loader requirement to
0.18.0. - Added 3D Skin Layers compatibility.
- Held items (main hand & off-hand) are now selectable parts in the posing editor.
- Scaling now uses the ghost clone preview system, consistent with translate and rotate modes.
- Part selection got more reliable. It should now select parts correctly in a lot more cases.
- Fixed armor and held items not following poses on non-player entity models.
- Fixed models flipping their orientation when snapped to ±90 degree rotation values.
- Added visual render export states during rendering, detailing which capture phase you're currently on.
- A number of Iris-related changes and/or improvements have been made:
- A UI warning is now shown when Iris is detected, and options incompatible with Iris (such as No Sky and No Shading) are automatically disabled with a note;
- Capture modes relying on masking out the sky will not do so when shaders are enabled;
- The Iris outline fallback is disabled during render exports, preventing selection outlines from bleeding into captures;
- The camera mode / freecam overlay text is now hidden during render exports;
- Reference Window is disabled when using shaders.
- Fixed normal maps getting distorted when the subject is close to the camera or near the edges of the screen.
- Fixed entity preview thumbnails in the model browser being incorrectly scaled for non-standard model sizes.
- Improved Advanced Normals: each armor slot (head, chest, legs, feet) now receives a distinct highlight color, and held items use separate tints per hand.
- [EXPERIMENTAL] Reworked mannequin selection to use GPU-based part picking instead of CPU raycasts for better accuracy and responsiveness.
- Fixed crash with selecting large amounts of mannequins in local worlds.
- A number of render export fixes have been made:
- Mouse now locks in place while exporting;
- "Blocks Only" and "No Sky" modes now export the sky transparently instead of a full color;
- Normal maps and depth maps are now able to be exported up to 4K, matching other modes;
- Fixed mannequins with pure black parts coming out as partially transparent in the "Entities Only" mode;
- Selected mannequins now get unselected during rendering process;
- Reduced mannequin hitbox size down to 1/4th of a block.
- Updated Fabric Loader version to
0.18.6and Fabric API to0.136.1. - Added support for Backported Spears.
- Removed the previous limit of 1024 entities when using bulk creation commands (
/mannequin create) - Fixed an issue where active textboxes allowed other menus to overlap and potentially get triggered; focus now stays locked to the textbox.
- Custom .bbmodels now render correctly alongside Sodium.
- Fixed bugs causing certain models to appear flipped or with broken UV textures upon import.
- Resolved a "flip" bug where, while using the rotation gizmo, snapping to 90° or -90° on the Y-axis would accidentally turn the model upside down.
- The "Face Player" action is now fully functional for crowds.
- "Face Cursor" action was removed due to inutility.
- When selecting more than 64 NPCs in a crowd, the system now automatically switches to the default Minecraft glowing outline for higher performance.
- Updated Fabric Loader version to
Initial beta release of Mannequin
Сведения
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Опубликован:3 месяца назад
Обновлён:5 дней назад
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