Skulls/Heads do not use the item form for the equipped rendering
When a resource pack modifies the model of a skull/head, but not the base mob's texture (eg by creating a custom model data variant), the item displays correctly, but the worn model is that of the mob directly, still.
Download the attached resource pack, and give yourself a skeleton skull with CustomModelData:1
You'll see the item model changed, but when worn still shows a skeleton skull.
That it uses the entity directly for non-dragon non-piglin heads seems to be a leftover from when the item forms were 2D textures. The dragon and piglin heads are the only ones that actually need it, as the mouth opens and closes and ears wiggle when moving, but perhaps this animation could be specialcased to only apply when it uses the buildin/entity model parent, and no elements.
Created Issue:
Skulls/Head do not use the item form for the equipped rendering
When a resource pack modifies the model of a skull/head, but not the base mob's texture (eg by creating a custom model data variant), the item displays correctly, but the worn model is that of the mob directly, still.
Download the attached resource pack, and give yourself a skeleton skull with CustomModelData:1
You'll see the item model changed, but when worn still shows a skeleton skull.
Skulls/Heads do not use the item form for the equipped rendering
When a resource pack modifies the model of a skull/head, but not the base mob's texture (eg by creating a custom model data variant), the item displays correctly, but the worn model is that of the mob directly, still.
Download the attached resource pack, and give yourself a skeleton skull with CustomModelData:1
You'll see the item model changed, but when worn still shows a skeleton skull.That it uses the entity directly for non-dragon heads seems to be a leftover from when the item forms were 2D textures. The dragon head is the only one that actually needs it, as the mouth opens and closes when moving.
When a resource pack modifies the model of a skull/head, but not the base mob's texture (eg by creating a custom model data variant), the item displays correctly, but the worn model is that of the mob directly, still.
Download the attached resource pack, and give yourself a skeleton skull with CustomModelData:1
You'll see the item model changed, but when worn still shows a skeleton skull.That it uses the entity directly for non-dragon heads seems to be a leftover from when the item forms were 2D textures. The dragon head is the only one that actually needs it, as the mouth opens and closes when moving, but perhaps this animation could be specialcased to only apply when it uses the buildin/entity model parent, and no elements.
is duplicated by
When a resource pack modifies the model of a skull/head, but not the base mob's texture (eg by creating a custom model data variant), the item displays correctly, but the worn model is that of the mob directly, still.
Download the attached resource pack, and give yourself a skeleton skull with CustomModelData:1
You'll see the item model changed, but when worn still shows a skeleton skull.That it uses the entity directly for non-dragon heads seems to be a leftover from when the item forms were 2D textures. The dragon
head isthe only one that actually needsit, as the mouth opens and closes when moving, but perhaps this animation could be specialcased to only apply when it uses the buildin/entity model parent, and no elements.When a resource pack modifies the model of a skull/head, but not the base mob's texture (eg by creating a custom model data variant), the item displays correctly, but the worn model is that of the mob directly, still.
Download the attached resource pack, and give yourself a skeleton skull with CustomModelData:1
You'll see the item model changed, but when worn still shows a skeleton skull.That it uses the entity directly for non-dragon non-piglin heads seems to be a leftover from when the item forms were 2D textures. The dragon and piglin heads are the only ones that actually need it, as the mouth opens and closes and ears wiggle when moving, but perhaps this animation could be specialcased to only apply when it uses the buildin/entity model parent, and no elements.
is duplicated by
relates to
Thanks! This is actually covered in more detail in MC-166998
Thank you for your report!
We're tracking this issue in MC-166998, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
Relates to MC-166998.

Its the same thing for armor too.
Armor works differently though, they don't use the same model/look to begin with, the gold helmet item looks different from the gold helmet when equipped.
This is different from the pumpkin though, where it does use the item directly, and skulls/heads would be exactly the same as now if they do use the item form, plus it'd fix the remodeled item issue I described.
Yeah the armor remodeling would might be better in form of a suggestion maybe.