When Entity Model Features is animating mobs, for example with the Fresh Animations resource pack, any mob you pick up with Carry On goes haywire in your arms: it spins its head, twitches and rolls its eyes. This mod keeps it steady.
It fixes the bug reported in Carry On #861 ("Fresh Animations makes mobs wriggle when carried") and #875 ("Mobs shaking/jittering after being picked up with EMF & ETF installed"). Carried mobs keep their Fresh Animations model, so faces and eyes stay intact, and they still blink and look around like normal.
Built and tested in a large Create modpack with shaders on:
Mobs checked in first and third person: villager, cat, cow, chicken, bee, fox, wolf, sheep, pig and more. Other versions will probably work too, but these are the ones I know work.
Carry On draws the mob in your arms by building a brand new copy of it every frame. That's fine for vanilla models, but an animated model sees a mob that is always newborn, keeps getting a new identity and has half reset rotations, so its animations restart and jump around twenty times a second. This mod keeps one steady copy per player until you pick up something else, holds its pose still (the same pose vanilla shows), gives it a proper animation clock and keeps it settled when you step up or down.
Carry On scripts that change which mob is shown in your arms are left alone.
This is a stopgap until Carry On or Entity Model Features / Fresh Animations fix this themselves; then this mod won't be needed. Please report problems on GitHub Issues with:
logs/latest.log if anything crashed,And please be considerate: I'm doing this in my free time.
Authored by Pelly-the-Crafter, jr software engineer.
Disclosure: usage of AI assisted tools. Testing done by humans in a large Create focused modpack.
MIT. Source code on GitHub. Carry On, Entity Model Features and Fresh Animations belong to their authors; this mod contains none of their code.