Nerdy's Player Animator is a plugin that allows you to animate the player model with bedrock entity keyframe animations using blockbench
How to use
First, you will need to click here to download the official blockbench player model you will be animating. Now that you have the model, you will need to create animation for it in blockbench. If you do not know how to create and export blockbench model animations, watch a tutorial on how to do so.
Once you have your .json animations file, you will need to navigate to the resources section and find the new player animator tab. Here, you can import your animations files.
Once you have imported your files, you can use the play animation procedure block, in which all your animations are listed.
You can also stop any ongoing animations using the stop animation procedure block. This will work on any other animations being played by mods using this plugin.
Important information
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Java plugins must be enabled for the procedure blocks and player animations resource tab to work
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This plugin requires the forge mixins plugin to be installed
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No external dependencies are included in your mod, this is all using code provided by the plugin
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The plugin should only be loaded if you plan on using player animations, as otherwise it will generate all of its player animation related code for no reason and bloat your mod
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When playing the animation, it will respect the loop type set in blockbench; a looping animation will loop and a hold on last frame animation will freeze on the last frame, so you will need to use the stop animation procedure block to end them
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While you can use MoLang in your keyframes, only the query.anim_time query is supported
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If you experience issues with flickering when playing animations, then make the procedure block only run on either the server or the client so it doesn't trigger twice
Changelog
v1.2
-Added support for all bedrock keyframe types
-Added limited support for molang
-Fixed player arm swinging being stopped even if the animation doesn't affect it
v1.1.1
-Fixed animations crashing in multiplayer with multiple players online
v1.1
-Added the check if animation is playing procedure block
-Added chinese translations (thanks to cdc1234)
-Changed the animation loader so animations for each mod use namespaces, you will need to save your procedures that play animations again or regenerate the code of the workspace to apply this change
v1.0.1
-Increased plugin weight to prevent other plugins overwriting its template generation
v1.0
-Plugin release
Legacy player animator versions archive:
1.8.1 for 2024.1
1.9 for 2024.1 and 2024.2
2.1 for 2024.3 and 2024.4
Comments
add local value for Cooldown,when u trigger is complate,set value for 1-active(0-unactive)
add local value for CdActive(trigger value for detect Cooldown)
add "if" trigger for
-if value "Cooldown" > or = 1
run set "CdActive" to 1
add if trigger for
-if value "CdActive" > or = 1
run set "Cooldown" to 1
run wait (number of tick for u animate(1 sec=20 tick)
Run(for wait) run animate "name animate" and false for ignore
Run(for wait) run set "Cooldown" to 1
(if need full recycle animate) run set "CdActive" to 0
u can use it for basic sample for save\load states with memory cell
So I figured it out, but now I have another question. This plugin installs the player animator for me. I figured that out when I installed the player animator mod, causing the game to crash because it had two player animators. Now what I want to know is why it also crashes when I install bendy-lib? Bendy-lib is like player animator but with elbows and knees and such. I'm guessing bendy-lib also has player animator in it (they're made by the same person) which causes the game to crash when it finds two player animator mods. Here's the link to bendy https://www.curseforge.com/minecraft/mc-mods/bendy-lib
use official BlockBench model steve for animate, bendy lib uncorrect work for 1.19.4
and unsetup other's element's in animate and no add custom model for player(for example Kleider's custom render) and now u can't see other's animate(for players), i to wait when dev is fixing it
Animations don't seem to work when i add if statements prior to the animation
example:
if event entity has completed advancement (blank) do:
(insert animation)
Not sure if it's a bug or if im doing something wrong, but what i essentially wish to do is to make conditions for certain animations if possible.
add local or global value and when u get achive -set local value for 1 and add trigger
if local\global variable= 1
run play anime "name animate" for false\true with ignore
if u need close animate- in end add
wait (what time u need)
run set local\global variable to 0
Hello, so I have a problem, the animation I made works but after the condition is done, for example I have a global variable charging and even when not true it still does the animation for charging. Any ideas how to fix?