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Pose (Power Type)

Forces the entity into a body pose, an arm pose (how the arms are held and rendered), or both, while the power is active.

Type ID: apoli:pose

Fields

FieldTypeDefaultDescription
entity_poseStringoptionalThe body pose to force. See Body poses for the values and what each one looks like.
arm_poseStringoptionalThe arm pose to force on humanoid models. One of empty, item, block, bow_and_arrow, throw_spear, crossbow_charge, crossbow_hold, spyglass, toot_horn or brush.
handsArray of Handboth handsThe hands the arm_pose applies to: main_hand, off_hand or both. Which arm is the main hand follows the player's main hand setting. Hands that aren't listed keep their vanilla pose. Has no effect on entity_pose.
priorityInteger0When several pose powers are active on the same entity, the one with the highest priority wins.

Body poses

entity_pose takes any vanilla pose name. On players, and on mobs drawn with the humanoid model such as zombies, husks and skeletons, the poses look like this:

PoseWhat the model does
standingStands normally.
crouchingSneaks. A player also moves at sneaking speed, as if holding the sneak key.
swimmingSwims in water and crawls on land.
fall_flyingGlides as if flying with an elytra.
spin_attackSpins like a Riptide trident throw.
sleepingLies flat, as in a bed.
dyingFalls over sideways and stays down.
sittingSits on the ground with the legs out in front and the hands on the thighs.
slidingLeans far back with the feet out in front and one hand on the ground, like a slide into base.
shootingHolds both arms out toward wherever the entity is looking.
inhalingLeans back with the head tipped up and the arms drawn back, breathing slowly.
long_jumpingLeaps, with the legs split and both arms reaching forward.
croakingLifts the chin and spreads the arms and legs, puffing in and out.
using_tongueLeans forward with the head pushed out and the arms back.
roaringThrows the head back and spreads the arms wide, shaking a little.
sniffingBends forward and sweeps the head from side to side.
emergingReaches up overhead with both arms, as if climbing out of the ground.
diggingBends low and scoops at the ground with both hands.

The model eases into a pose over a fifth of a second. While sitting, sliding or dying, the legs stop the walking animation even if the entity moves.

swimming and fall_flying only change how players are drawn. Mobs with models of their own only show a pose if their model already animates it, such as a warden roaring.

note

sliding, shooting and inhaling come from the breeze and only exist on Minecraft 1.21.1. On 1.20.1 those names fail to load.

tip

To draw a pose yourself, list it in the override_pose of an apoli:modify_model_parts power. Apoli then leaves the model standing while that pose is forced, and your transformations start from there.

Hitbox and camera

A forced pose changes a player's hitbox and eye height the same way the pose does in vanilla, and sitting and sliding lower them as well:

PoseHitbox heightEye height
crouching1.51.27
sitting1.21.0
sliding0.90.6
swimming, fall_flying, spin_attack0.60.4
sleeping0.20.2
dying0.21.62
Any other pose1.81.62

The eye height is where the first person camera sits. When the power ends somewhere too low to stand up in, the player crouches or crawls instead, as they would in vanilla.

Examples

{
    "type": "apoli:pose",
    "arm_pose": "crossbow_hold",
    "hands": ["main_hand"]
}

This holds only the main hand arm in the crossbow hold pose. The off hand stays vanilla.

{
    "type": "apoli:pose",
    "entity_pose": "swimming",
    "condition": {
        "type": "apoli:sneaking"
    }
}

This forces the swimming (crawling) pose while the entity sneaks.

{
    "type": "apoli:pose",
    "entity_pose": "sliding",
    "condition": {
        "type": "apoli:sprinting"
    }
}

This makes a player slide feet first while sprinting. The hitbox drops to 0.9 blocks, so they can slide under a one block gap.