While using an imported custom skin or a skin from a skin pack with a cape equipped, the bow, crossbow, trident, shield, and spyglass do not appear correctly in first person view when being held.
What I expected to happen is that the 5 items would be positioned correctly in first person view when held.
Steps to recreate:
Pick a skin from a skin pack or a custom skin (imported from device, not from the Character Creator).
Equip a cape (any cape).
Get a bow, crossbow, trident, shield or spyglass.
Hold it while in first person view.
Observe the held item.
Linked issues
is duplicated by 183
relates to 2
Attachments
Comments 33
I was not using any resource packs and behavior packs as of discovering this bug.
So nice that this was never fixed...
AFFECTS VERSION 1.17.0
I can't imagine this is too complicated a fix since it was working before...
Also happens with trident: it will seemingly vanish in first person view but when altering to third person it shows again, misplaced, impaling you.
Just wanted to inform that even with no cape i've got the same problem. I started an independent incident but it've been automatically moved into this one.
@unknown: Your issue is not the same as this one, so I've reopened your ticket and removed your screenshots from this ticket.
Cross hairs are still in shield when touched in defensive mode on PS4 and PS5.
Hello mojang, I want to play with cape in my tablet with Android Samsung download with google play and my HUAWEI mobile download with Amazon. But i can't because the items are bugged only in mobble devices, please mojang kill bugs before the 1.18. In java and bedrock. Thanks
Ive gone ahead and replicated the glitch in video form to further add into the evidence.
[media]I suspect this issue may have something to do with the output of the variables v.short_arm_offset_right and v.short_arm_offset_left on mobile, since the animations that reposition the player's hand and 3d wielded attachable objects use those variables to compensate for the character's height or arm position on the player's model. However, these two variables don't return the correct values on mobile; in fact, they always return zero on Pocket Edition.
This issue rarely happens on Windows 10, although I've seen it happen a few times, but I haven't found a consistent way to replicate it.
Nevermind my last comment. I actually found out what the issue is. This query does not update properly:
"q.get_default_bone_pivot"
This query is used in "animation.player.first_person.empty_hand" which is the animation responsable for the right hand and item positioning in first person. Said query is used to compensate for offset pivots due to different posible player heights in the animation. However, this function occasionally returns a value of 0 regardless of how it is used and the animation in which it is used ends up with this bug.
Still active. Shields dont even appear in offhand in first person, so i cant even tell if it's disabled or not
About why this bug happens: On some devices, Minecraft references the cape geometry instead of the player geometry when running q.get_default_bone_pivot, which fails because the left and right arms are not listed in this geometry. Adding all pivots from the default player model to the cape model fixes the first-person attachable issues, but causes additional issues related to skins with unique heights, such as short skins, because the bone pivots are now the same for all of them. The issue cannot be fixed by updating the game's resources; the q.get_default_bone_pivot MoLang query must be fixed to always check the right geometry.
1.21.2 Switch OLED, Game Card
Noticed this bug when equipping the 15 year MCC cape.
Specified items are much lower than normal in the off-hand, while the opposite occurs on the right hand. They also appear smaller overall.
The only benefit I'm getting from this visual bug is that the shield isn't taking up 15% of the screen.
Resolving temporarily as Awaiting Response. Are you using any resource/behavior packs or custom skins? If so, could you please upload or link them here?