CurseForge · Minecraft mod
Armor Model API
Renders Bedrock/GeckoLib geo armor models through the vanilla armor pipeline.
Quick answer
Which Armor Model API release should I use?
Armor Model API 1.0.2+1.21.11 targets 1.21.11 with Fabric. The project page does not say whether this file belongs on the client, dedicated server, or both. All 1 required mods have matching files.
Where it goes
Is Armor Model API required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Armor Model API 1.0.2+1.21.11 need?
1.0.2+1.21.11. Change the file and its required mods may change too.
Install Fabric API first. We found matching files for this game-version and loader setup.
We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Armor Model API without breaking your instance.
Built for Armor Model API 1.0.2+1.21.11. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.0.2+1.21.11. It targets 1.21.11 with Fabric; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
Install Fabric API first. We found matching files for this game-version and loader setup.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside 1.0.2+1.21.11. It opens that exact file at the source.
About this project
What does Armor Model API add?
Armor Model API
Renders armor with custom geometry authored in the Bedrock/GeckoLib .geo.json format, through the vanilla armor rendering pipeline.

Capabilities
- Custom armor geometry per armor set: robes, pauldrons, hats, skirts — any cuboid-based Blockbench model
- Per-slot rendering with the standard armor bone convention, including separate boot bones and a chest-anchored waist bone for leg pieces
- Armor trims with per-set trim textures (vanilla smithing-table trims, your art)
- Emissive glowmasks — the hand-authored
_glowmask.pngconvention; pixels that stay bright in the dark - Radiant glow — a high-luminance variant that burns toward white and feeds shader-pack bloom
- Custom render layers — a small interface for adding your own passes (extra overlays, effects)
- Everything vanilla armor does comes for free: pose and animation following, sneaking/swimming, armor stands, baby mobs, dyed leather color, enchantment glint, the glowing outline effect
How it works
- Loading — on resource load (and every F3+T reload), each registered
.geo.jsonis parsed and baked once into a vanillaModelParttree (the sameTexturedModelDataevery vanilla entity model is built from), cached until the next reload. Textures are plain resources, resolved by the render layers on demand — nothing is preprocessed. - Hooking in — when an armor piece is about to render, the library steps in per registered item: on Fabric through Fabric API's
ArmorRendererhook, on NeoForge through a small equivalent mixin. Vanilla's overlay rendering is skipped for that piece and the dispatcher renders the baked model instead — vanilla pose copied on, slot visibility applied. Unregistered items are untouched. - Pass order — each piece draws as a stack of passes over the same model: base texture → your render layers (glow, then trim so it lands on top), with enchantment glint riding the base pass. Renderers built through the fluent API keep the layers sorted into that stack automatically; a renderer constructed with an explicit layer list draws them in list order (see Render layers). Every extra pass is just the model rendered again with a different render layer and buffer.
From bake to buffer this is 100% the vanilla code path — the same pose copy, render layers, and buffers vanilla armor uses. That is the whole compatibility and performance story: Sodium, Iris, and anything else that works with vanilla armor sees ordinary vanilla model rendering. There is no custom vertex pipeline.
For developers
For developer documentation, check out the GitHub readme.
Project description from CurseForge.
Pick your setup
Armor Model API by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.21.11
2 loader builds1.21.1
2 loader buildsCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Armor Model API versions and loaders
1.0.2+1.21.11
armor_model_api-fabric-1.0.2+1.21.11.jar
26 Aug 2026
1.0.2+1.21.11
armor_model_api-neoforge-1.0.2+1.21.11.jar
26 Aug 2026
1.0.0+1.21.1
armor_model_api-neoforge-1.0.0+1.21.1.jar
19 Aug 2026
1.0.0+1.21.1
armor_model_api-fabric-1.0.0+1.21.1.jar
19 Aug 2026
Looking for an older file? The official CurseForge project page is in Resources.