Joshua Kastle
- _Kastle
- JIRAUSER499774
- Europe/Stockholm
- Yes
- No
For blocks with custom geometry, the pivots of individual elements are not respected when performing performing per-element rotation. Instead, the pivot seems to be centered to the entire block's geometry.
To reproduce, see attached files and:
- Create a world with experimental features enabled
- Apply the attached resources to the world
- Give a copy of the example block:
give @p geysercmd:example_block_02- Place and observe that the pivot does not rotate around the defined pivot for the element
- In this example, the smaller element should rotate around [-0.5, 17.25, 8] by 32.5º.
I have attached an example addon that demonstrates this issue, as well as a visual representation of the pivot point in Blockbench.For blocks with custom geometry, the pivots of individual elements are not respected when performing performing per-element rotation. Instead, the pivot seems to be centered to the entire block's geometry.
To reproduce, see attached files and:
- Create a world with experimental features enabled
- Apply the attached resources to the world
- Give a copy of the example block:
give @p geysercmd:example_block_02- Place and observe that the pivot does not rotate around the defined pivot for the element
- In this example, the smaller element should rotate around [-0.5, 17.25, 8] by 32.5º.
Observed Result:
- Rotation of the small bar element does not occur around its specified pivot [-0.5, 17.25, 8]
Expected Result:
- Rotation of the small bar element should occur around [-0.5, 17.25, 8]
I have attached an example addon that demonstrates this issue, as well as a visual representation of the pivot point in Blockbench.
For blocks with custom geometry, the pivots of individual elements are not respected when performing performing per-element rotation. Instead, the pivot seems to be centered to the entire block's geometry.
To reproduce, see attached files and:
- Create a world with experimental features enabled
- Apply the attached resources to the world
- Give a copy of the example block:
give @p geysercmd:example_block_02- Place and observe that the pivot does not rotate around the defined pivot for the element
- In this example, the smaller element should rotate around [-0.5, 17.25, 8] by 32.5º.
Observed Result:
- Rotation of the small bar element does not occur around its specified pivot [-0.5, 17.25, 8]
Expected Result:
- Rotation of the small bar element should occur around [-0.5, 17.25, 8]
I have attached an example addon that demonstrates this issue, as well as a visual representation of the pivot point in Blockbench.
For blocks with custom geometry, the pivots of individual elements are not respected when performing performing per-element rotation. Instead, the pivot seems to be centered to the entire block's geometry.
Steps to Reproduce:
1. Create a world with Holiday Creator features enabled
2. Apply the attached resources to the world
3. Give a copy of the example block:give @p geysercmd:example_block_023. Place the block and observe that the pivot does not rotate around the defined pivot for the element (in this example, the smaller element should rotate around [-0.5, 17.25, 8] by 32.5º)
Observed Result:
- Rotation of the small bar element does not occur around its specified pivot [-0.5, 17.25, 8]
Expected Result:
- Rotation of the small bar element should occur around [-0.5, 17.25, 8]
I have attached an example addon that demonstrates this issue, as well as a visual representation of the pivot point in Blockbench.
For blocks with custom geometry, the pivots of individual elements are not respected when performing performing per-element rotation. Instead, the pivot seems to be centered to the entire block's geometry.
Steps to Reproduce:
1. Create a world with Holiday Creator features enabled
2. Apply the attached resources to the world
3. Give a copy of the example block:give @p geysercmd:example_block_023. Place the block and observe that the pivot does not rotate around the defined pivot for the element (in this example, the smaller element should rotate around [-0.5, 17.25, 8] by 32.5º)
Observed Result:
- Rotation of the small bar element does not occur around its specified pivot [-0.5, 17.25, 8]
Expected Result:
- Rotation of the small bar element should occur around [-0.5, 17.25, 8]
I have attached an example addon that demonstrates this issue, as well as a visual representation of the pivot point in Blockbench.
For blocks with custom geometry, the pivots of individual elements are not respected when performing performing per-element rotation. Instead, the pivot seems to be centered to the entire block's geometry.
Steps to Reproduce:
1. Create a world with Holiday Creator features enabled
2. Apply the attached resources to the world
3. Give a copy of the example block:give @p geysercmd:example_block_023. Place the block and observe that the pivot does not rotate around the defined pivot for the element (in this example, the smaller element should rotate around [-0.5, 17.25, 8] by 32.5º)
Observed Result:
- Rotation of the small bar element does not occur around its specified pivot [-0.5, 17.25, 8]
Expected Result:
- Rotation of the small bar element should occur around [-0.5, 17.25, 8]
I have attached an example addon that demonstrates this issue, as well as a visual representation of the pivot point in Blockbench.
Blocks with custom geometry do not render correctly in inventory. Instead of rendering as they would appear elsewhere with the same geometry, the appearance of cubes seems to be essentially based on render order, causing the inventory model to appear garbled, with random faces that one would expect to be visible not visible, and vise versa.
Custom blocks use the material `ui_item` to render in inventory, which is the same as all items and blocks excluding those with glint, which have a separate material. Whatever depth testing this material is doing seems to be simply insufficient to render anything with complex geometry.
Reproduction:
1. Download and install the attached addon.
2. Create a world with the attached addon, enabling Holiday Creator Features.
3. Give the block contained within the addon to the player via:
```
give @p geysercmd:gmdl_1
```
4. Observe that the inventory model for this block renders improperly when compared with the in hand attachable using the same geometry.
Blocks with custom geometry do not render correctly in inventory. Instead of rendering as they would appear elsewhere with the same geometry, the appearance of cubes seems to be essentially based on render order, causing the inventory model to appear garbled, with random faces that one would expect to be visible not visible, and vise versa.
Custom blocks use the material
`ui_item`to render in inventory, which is the same as all items and blocks excluding those with glint, which have a separate material. Whatever depth testing this material is doing seems to be simply insufficient to render anything with complex geometry.Reproduction:
1. Download and install the attached addon.
2. Create a world with the attached addon, enabling Holiday Creator Features.
3. Give the block contained within the addon to the player via:
```
give @p geysercmd:gmdl_1
```
4. Observe that the inventory model for this block renders improperly when compared with the in hand attachable using the same geometry.Blocks with custom geometry do not render correctly in inventory. Instead of rendering as they would appear elsewhere with the same geometry, the appearance of cubes seems to be essentially based on render order, causing the inventory model to appear garbled, with random faces that one would expect to be visible not visible, and vise versa.
Custom blocks use the material ui_item to render in inventory, which is the same as all items and blocks excluding those with glint, which have a separate material. Whatever depth testing this material is doing seems to be simply insufficient to render anything with complex geometry.
Reproduction:
1. Download and install the attached addon.
2. Create a world with the attached addon, enabling Holiday Creator Features.
3. Give the block contained within the addon to the player via:give @p geysercmd:gmdl_14. Observe that the inventory model for this block renders improperly when compared with the in hand attachable using the same geometry.
Blocks with custom geometry do not render correctly in inventory. Instead of rendering as they would appear elsewhere with the same geometry, the appearance of cubes seems to be essentially based on render order, causing the inventory model to appear garbled, with random faces that one would expect to be visible not visible, and vise versa.
Custom blocks use the material ui_item to render in inventory, which is the same as all items and blocks excluding those with glint, which have a separate material. Whatever depth testing this material
isdoing seems to be simply insufficient to render anything with complex geometry.Reproduction:
1. Download and install the attached addon.
2. Create a world with the attached addon, enabling Holiday Creator Features.
3. Give the block contained within the addon to the player via:give @p geysercmd:gmdl_14. Observe that the inventory model for this block renders improperly when compared with the in hand attachable using the same geometry.
Blocks with custom geometry do not render correctly in inventory. Instead of rendering as they would appear elsewhere with the same geometry, the appearance of cubes seems to be essentially based on render order, causing the inventory model to appear garbled, with random faces that one would expect to be visible not visible, and vise versa.
Custom blocks use the material ui_item to render in inventory, which is the same as all items and blocks excluding those with glint, which have a separate material. Whatever depth testing this material and its associated shader are doing seems to be simply insufficient to render anything with complex geometry.
Reproduction:
1. Download and install the attached addon.
2. Create a world with the attached addon, enabling Holiday Creator Features.
3. Give the block contained within the addon to the player via:give @p geysercmd:gmdl_14. Observe that the inventory model for this block renders improperly when compared with the in hand attachable using the same geometry.
Blocks with custom geometry do not render correctly in inventory. Instead of rendering as they would appear elsewhere with the same geometry, the appearance of cubes seems to be essentially based on render order, causing the inventory model to appear garbled, with random faces that one would expect to be visible not visible, and vise versa.
Custom blocks use the material ui_item to render in inventory, which is the same as all items and blocks excluding those with glint, which have a separate material. Whatever depth testing this material and its associated shader are doing seems to be simply insufficient to render anything with complex geometry.
Reproduction:
1. Download and install the attached addon.
2. Create a world with the attached addon (being sure to enable both the associated resource and behavior packs), enabling Holiday Creator Features.
3. Give the block contained within the addon to the player via:give @p geysercmd:gmdl_14. Observe that the inventory model for this block renders improperly when compared with the in hand attachable using the same geometry.
Blocks witth custom geometry render their top face UV as flipped on the Y axis when per-face UV is used. This is inconsistent with entity rendering and does not occur when box UV is used.
Reproduction
1. Download and install the attached addon.
2. Create a world with the attached addon, being sure to enable both the associated resource and behavior pack, as well as the "Holiday Creator Features" experimental toggle.
3. Give the block contained in the addon to the player and place in world via:
```
give @p geyser_custom:gmdl_1
```
4. Observe that the held item, which is applies via an attachable, has the expected orientation. Observe that the block placed in the world has its UV flipped on the top face.
Blocks witth custom geometry render their top face UV as flipped on the Y axis when per-face UV is used. This is inconsistent with entity rendering and does not occur when box UV is used.
Reproduction
1. Download and install the attached addon.
2. Create a world with the attached addon, being sure to enable both the associated resource and behavior pack, as well as the "Holiday Creator Features" experimental toggle.
3. Give the block contained in the addon to the player and place in world via:
```
give @p geyser_custom:gmdl_1
```
4. Observe that the held item, which is applies via an attachable, has the expected orientation. Observe that the block placed in the world has its UV flipped on the top face.
Blocks witth custom geometry render their top face UV as flipped on the Y axis when per-face UV is used. This is inconsistent with entity rendering and does not occur when box UV is used.
Reproduction
1. Download and install the attached addon.
2. Create a world with the attached addon, being sure to enable both the associated resource and behavior pack, as well as the "Holiday Creator Features" experimental toggle.
3. Give the block contained in the addon to the player and place in world via:
```
give @p geyser_custom:gmdl_1
```
4. Observe that the held item, which is applies via an attachable, has the expected orientation. Observe that the block placed in the world has its UV flipped on the top face.
Blocks witth custom geometry render their top face UV as flipped on the Y axis when per-face UV is used. This is inconsistent with entity rendering and does not occur when box UV is used.
Reproduction
1. Download and install the attached addon.
2. Create a world with the attached addon, being sure to enable both the associated resource and behavior pack, as well as the "Holiday Creator Features" experimental toggle.
3. Give the block contained in the addon to the player and place in world via:give @p geyser_custom:gmdl_14. Observe that the held item, which is applies via an attachable, has the expected orientation. Observe that the block placed in the world has its UV flipped on the top face.
Observed Result:
The top face UV of the block is flipped on the Y axis
Expected Result:
The top face UV of the block should not be flipped on the Y axis, as is consistent with the default for entity based models.
Blocks witth custom geometry render their top face UV as flipped on the Y axis when per-face UV is used. This is inconsistent with entity rendering and does not occur when box UV is used.
Reproduction
1. Download and install the attached addon.
2. Create a world with the attached addon, being sure to enable both the associated resource and behavior pack, as well as the "Holiday Creator Features" experimental toggle.
3. Give the block contained in the addon to the player and place in world via:give @p geyser_custom:gmdl_14. Observe that the held item, which is applies via an attachable, has the expected orientation. Observe that the block placed in the world has its UV flipped on the top face.
Observed Result:
The top face UV of the block is flipped on the Y axis
Expected Result:
The top face UV of the block should not be flipped on the Y axis, as is consistent with the default for entity based models.





The issue that the bot has linked as duplicate is from a snapshot in 2013 for 1.7
Still an issue in 1.16.210 release and subsequent 220 betas, as well as using the new 1.16.0 geometry format.
I am able to reproduce myself as well. Please ensure you are enabling holiday creator features and both the behavior and resource pack of the addon.
MCPE-139667no longer blocks as its been resolved. This is still an issue in release as well as beta. Ticket was updated to requested format.I would like to note that this seems to be an issue not of materials, but of the client doing something funny with the skin images themselves. We'd expect switching the top layer of the player model to entity_alphablend to solve this, as that should pick up the translucency data on the skin, if there is any. However, this is not the case.
It is also not an issue of the player material being hardcoded, as using something distinct like charged_creeper shows a clear change. So if Mojang is investigating this I think the issue is somewhere in the skin pipeline or a shader issue specific to the player entity, not a materials issue.
@Paul Ellsworth the pack does not fix the issue because of the min engine version. It is because it uses a marketplace pack's uuid which has been whitelisted to have the engine version locked. Normal creators do not have access to this. So setting your pack to the same uuid as the linked pack will fix the issue regardless of min engine version, and setting min engine version will not fix the issue.
I would also like to add that this limitation even breaks the use of Mojang's own geometries in a custom block definition... even tiny things like geometry.player_head since they often have a pivot or one point that trails over the line. So this limitation... if it is truly about performance... makes very little sense if Mojang's own vanilla resources routinely violate it.
I would like to add here that https://wiki.bedrock.dev/blocks/block-shapes.html#known-issues describes a workaround in which blocks.json is placed in a separate pack. Perhaps the fact that this works will help to isolate the issue.
Resolved in current version.
Can confirm this issue has been fixed.