Compatibility
Minecraft: Java Edition
Creators
Details
This pack let you add capes textures to mobs models. This pack is meant to be used as dependancy by other packs. Nothing will be displayed by this pack itself.
Since 1.0.2 this pack can be anywhere in the ressource pack list
Keep track of what versions of my packs are compatible with wich addon version with this file: [with this link]
List of names to get a specific cape
- 15th Anniversary Cape - Birthday Cape - Cherry Blossom Cape - Chinese Translator Cape - Cobalt Cape - Common Cape - Copper Cape - db Cape - Follower Cape - Founder Cape - Home Cape - Japanese Translator Cape - MCC 15th Year Cape - Menace Cape - Migrator Cape - Millionth Customer Cape - Minecon 2011 Cape - Minecon 2012 Cape - Minecon 2013 Cape - Minecon 2015 Cape - Minecon 2016 Cape - Minecraft Experience Cape - Mojang Cape - Mojang Classic - Mojang Office Cape - Mojang Studio CapeList of pack using it:
- [Hermitcraft Villagers] (3.0.0 and up), by Seb_Semos
- [Alex and Steve Villagers] (6.0.0 and up), by Seb_Semos
Let me know if you use it and I'll add your pack on the list :)
How to add capes to your own models:
(From 1.0.2 and up)
First and formost, please use this pack as a dependency, do not reupload it included in your own.
To add the capes to your models, simply create a new bone in the root part of the body (or else if you want funky stuff)
This bone can be named whatever you want.

My blockbench is still not at latest version, so does not support .jpms. Idk how you set them up, but just make so it read my jpm wich is in assets\semos\parts and is called semos_cape
Alternatively, open your jem model with a text editor, find the bone you just created and replace it with this:
{
"id": "semos_cape",
"model": "semos:parts/semos_cape.jpm",
"translate": [0, 0, 0]
}
Reminder "id" can be called what you want The part should be in a correct location for a player sized model. If not, tweak the location with the translate values
Get some animations:
You must set animations in a root part. I use this math for a vanilla-ish feel. (limb_speed might need to be adjusted depending of the mob)
"semos_cape.rx": "if(limb_speed>0.6, -torad(45),limb_speed>0.1, -torad(15),-torad(5))"
You could also reference [Semos Animations Lib] for a smoother anim, more Fresh Animation oriented, the path is:
"model": "semos:entity_animations/humanoids/cape_animations.jpm"
Or make your own :)
Textures:
The .propertie will make your model use the default weight distribuation of all the vanilla capes (+ the classic optifine). It is based on the numbers of real life owner of those capes (according to NameMC ) It will also have about half a chance to not have any cape
There are a couple of variables you can set in you model to force some king of capes. Those variables must be boooleans and named the following
extra_rare_capes(those with less than 10 owners)rare_capes(those with less than 500 owners)common_capes(those with more than 100k owners)minecon_capes(those from Minecon 2011 - 2016, Experience and Minecon Live 2019no_capes(Never display a cape)
When true it will follow the weight distribution of only the corresponding capes



