float angle = chest.prevLidAngle + (chest.lidAngle - chest.prevLidAngle) * partialTicks;
angle = 1.0F - angle;
angle = 1.0F - angle * angle * angle;
model.chestLid.rotateAngleX = -(float)(angle * Math.PI / 2.0);
model.renderAll();
GL11.glPopMatrix();
chest.getAttachments().render(partialTicks);