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PCK Skin Helper V5

# What changed Why
1 BEDROCK_TEMPLATE_SLIMrightArm/leftArm UVs swapped from [32,48]/[40,16][40,16]/[32,48]; rightSleeve/leftSleeve swapped from [48,48]/[40,32][40,32]/[48,48] Slim template had left/right UVs inverted, causing wrong texture sampling on exported slim skins
2 BEDROCK_OVERLAY_REMOVE_FLAGS — removed _DISABLED base bits, kept only _OVERLAY_DISABLED bits Base-disabled flag (e.g. custom arm geometry) was incorrectly stripping the sleeve/jacket/hat overlay bones from the export
3 locatorPositions, LOCATOR_GATED_BONES, BEDROCK_BONE_TO_PCK_BONE, liveBonePivot — all hoisted above the cube collection loop Required by the new cube Y correction and armor fallback logic; caused ReferenceError when defined after the loop that needed them
4 Cube origin Y correction — origin[1] adjusted by defaultPivotY − livePivotY pck_importer over-shifts cube Y when a bone has a negative Y offset (arm/head moved up), placing custom cubes 1+ units too high in the Bedrock output
5 Armor-masked cube fallback — cubes with pck_armor_mask now fall back to the base bone when their target armor sub-bone has no locator All custom geometry was silently dropped for skins imported without armor locators (the majority of standard PCK skins)
6 Limb pivot X formula — replaced cube-geometry-edge approach with templatePivotX − (livePCKX − defaultPCKX) Pivot is a joint position, not a bounding box edge; the old approach produced wrong pivots whenever custom cubes were present
7 Armor sub-bone pivots (rightArmArmor, leftArmArmor, leggings, boots) — now use negated locator X via ARMOR_SUBONE_LOCATOR_X map These bones represent the armor attachment point, not the limb joint; using the limb's live pivot gave the wrong shoulder position
8 head pivot override — always uses bone.pivot (template [0,24,0]) HEAD group shifts when HEAD has a Y-offset, but the Bedrock neck-joint pivot must stay at Y=24 regardless