Skin
Changes weapon item to different skins/positions
You may have noticed that when you are holding one of the default weapons, and you left-click to aim, the weapon changes positions. Or when you start sprinting, the gun changes places to point downward as if you were holding it with 2 hands. This is the Skin: module in action.
Legacy
Are you using 1.12.2 or 1.13.2? Minecraft versions older than 1.14.4 cannot use Custom_Model_Data and must use the legacy system. You may still use the legacy system on newer versions if you think it is easier to use:
  Skin:
    Default: <integer>
    Scope: ADD <integer>
    Scope_<number>: ADD <integer>
    No_Ammo: ADD <integer>
    Reload: ADD <integer>
    Sprint: ADD <integer>
   
    # This requires WeaponMechanicsCosmetics to be installed
    <skin>: ADD <integer>
    <another skin>: ADD <integer>
    
    # This required WeaponMechanicsPlus to be installed
    Attachments:
      <attachment title>: ADD <integer>
      <another attachment>: ADD <integer>Only 1 of Default, Scope, Scope_<number>, No_Ammo, Reload, and Sprint can be shown simultaneously. If you are Sprinting and Scoping simultaneously, the Sprint skin will be used since it has a higher priority. Here is the priority order:
No_Ammo -> Scope_<number> -> Scope -> Reload -> Sprint -> Default
- The - Defaultskin is the hip-fire skin.
- The - Scopeskin is used for aiming down iron sights.- You can also change the model for each stacked scope level 
- For example, use - Scope_1to replace the first stacked zoom (Remember that the first stacked zoom is the second zoom)
- You can use this to create canted sights 
 
- The - Reloadskin is used while loading ammo into the weapon.
- The - Sprintskin is used while the player is sprinting.
- The - No_Ammoskin is used when the gun has no loaded ammo.
Add
See how all options (except Default) require the "ADD <integer>" option? Instead of setting the skin to a number, we sum up all the options. This allows us to keep configs relatively small, as long as we keep our resource packs organized. If you are having trouble, check out the tutorial below:
Skins
WeaponMechanicsCosmetics must be purchased and installed to use skins
Want to get donations from players? Skins are perfect for getting players to support your development! Check out this example from the AK_47:
  Skin:
    Default: 5
    Scope: ADD 1000
    Sprint: ADD 2000
    blue: ADD 10000 # blue and red will only work if you have purchased WMC
    red: ADD 20000When holding the AK_47, you can use /skin blue or /skin red to change the weapon's skin (As long as you have the weaponmechanics.skin.AK_47.blue and weaponmechanics.skin.AK_47.red permissions).
The weaponmechanics.skin.* permission gives players access to every skin for every gun. The weaponmechanics.skin.AK_47.* permission gives players access to every skin for the AK_47. 
Attachments
WeaponMechanicsPlus must be purchased and installed to use attachments
Let's say you want to add a reflex sight to your weapon. This means you want to change the skin, so instead of seeing iron sights when you scope, you want a "dot" sight. Let's say you have an attachment called Reflex_Sight. Here is what you can do:
  Skin:
    # Define other options here, such as Default and Scope
    Attachments:
      Reflex_Sight: ADD 100000Last updated
