Troubleshooting
Body floats above the actual combat pose
Section titled “Body floats above the actual combat pose”Symptom: The Figura body stays at standing height while the Epic Fight body rolls/dives at ground level.
Cause: The avatar has body parts whose names don’t match the alias list, so they fall through to Figura’s default render.
Fix: Either rename the parts to match the naming conventions, or bind them in Lua:
function events.LOAD() fightura:mapBone("MyChest", "Chest") fightura:mapBone("LeftUpperArm01", "Arm_L") -- ... etc for each unmapped body partendHead accessories appear at chest level
Section titled “Head accessories appear at chest level”Symptom: Hair/hat is rendering near the body instead of on top of the head.
Cause: The accessory part has no recognizable parentType (Head) and its name isn’t a known alias.
Fix: Either set the part’s parent type to Head in your .bbmodel, or bind it:
fightura:mapBone("MyHairRoot", "Head")Avatar doesn’t animate at all (Lua animations look frozen)
Section titled “Avatar doesn’t animate at all (Lua animations look frozen)”Symptom: Idle wave, blinking, sword-draw animations defined in events.RENDER don’t play.
Cause: Older Fightura builds didn’t fire renderEvent. Update to the latest jar.
Verify: In your Lua script, this should print on every frame the avatar is rendered:
function events.RENDER(delta) print("rendering!", delta)endIf you see nothing, the render event isn’t firing — make sure you’re on Fightura 1.0.0 or newer, and Figura is loaded correctly.
Mod won’t load — ClassCastException or LinkageError
Section titled “Mod won’t load — ClassCastException or LinkageError”Symptom: Crash on world load, log mentions Fightura.
Cause: Most likely a Figura/Epic Fight version mismatch. Fightura tests against:
- Figura
0.1.5+1.20.1-forge - Epic Fight
20.14.15.1
Fix:
- Check the crash report at
crash-reports/crash-*.txt - If it mentions “mixin failed” or “ClassCastException involving FighturaPlayerRendererAccessor” — verify Fightura was built with mixingradle (look for
fightura.refmap.jsoninside the jar; if missing, rebuild) - If it mentions Figura/Epic Fight class missing — check those mods are installed at the correct versions
Fightura’s mod constructor wraps initialization in a try { ... } catch (LinkageError | RuntimeException) block, so version mismatches usually log an error instead of crashing the game outright.
Custom bone alias doesn’t apply
Section titled “Custom bone alias doesn’t apply”Symptom: You called fightura:mapBone("MyPart", "Hand_L") but the part isn’t following the joint.
Things to check:
- Did
events.LOADfire? Addprint("LOAD fired")to confirm. - Is the part name correct? Names in Figura/Blockbench are case-sensitive in the model but case-insensitive in
mapBone. Tryprint(fightura:getSupportedBones())to see what’s registered. - Is the joint name correct? Joint names are case-sensitive and must match Epic Fight exactly. Try
print(fightura:getJoints())to dump valid joints for the current entity. - Did another script’s
clearBones()run? Each avatar’s overrides are cleared when the world unloads, but a sloppy script could callclearBones()accidentally.
Mod loads but accessories aren’t following anything
Section titled “Mod loads but accessories aren’t following anything”Symptom: Player renders normally but accessories sit at default vanilla model positions, ignoring Epic Fight pose.
Cause: The matrix bridge mixin (FighturaPartMatrixMixin) didn’t apply. This usually means a Figura version newer than what Fightura tested against changed the internal recalculate() call site.
Fix: Open an issue on the GitHub repo with:
- Your Figura version
- Your Epic Fight version
- A screenshot of the broken rendering
This is a compatibility issue and needs a Fightura update.
How to enable verbose logs
Section titled “How to enable verbose logs”Fightura’s logger uses the standard Forge log channel. To see only Fightura output:
grep -i "fightura" logs/latest.logYou should see at minimum:
[Fightura] Fightura starting[Fightura] Fightura registering events[Fightura] Fightura attached render layer to Epic Fight PLAYER renderer[Fightura] Fightura attached render layer to Epic Fight first-person rendererIf the second pair of lines is missing, the PatchedRenderersEvent.Modify event didn’t reach us — usually means Epic Fight didn’t load, or another mod canceled the event.
Still stuck?
Section titled “Still stuck?”Open an issue at https://github.com/Malemz1/Fightura/issues with:
- Your
latest.log(or relevant excerpt) - The crash report if applicable
- Versions of Forge / Figura / Epic Fight / Fightura
- Description of what you expected vs what you see