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
Changelog
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
When I enable Player Animator API, one of my Geckolib entities gets a bunch of build errors and they disappear from the code that imports them (e.g. "import net.mcreator.mod.entity.ZombullyEntity;"
)
Disabling the API does not fix it so I have to make a new Geckolib Entity instead.
This doesn't cause any errors in singleplayer for some reason, but I get errors if I try to run a server with it.
i keep getting [modloading-worker-0/FATAL] [mixin/]: Mixin apply failed playerAnimator-common.mixins.json:firstPerson.LivingEntityRendererMixin -> net.minecraft.client.renderer.entity.LivingEntityRenderer: org.spongepowered.asm.mixin.transformer.throwables.InvalidMixinException @Shadow field f_115291_ was not located in the target class net.minecraft.client.renderer.entity.LivingEntityRenderer. Using refmap player-animation-lib-minecraft_common-refmap.json error, please help
Sure, i've done this before.
You need to create a variable for the player. for example:
let's say you want your running animation to trigger when player is sprinting.
You create a variable for sprinting. Then you create a tick event that checks if the player is sprinting and if this variable is set to false. Then set it to true. this will trigger the running animation just once.
Nerdy, could you in the next update add the "query.rotation_to_camera" functions? So that animations start where the players head already is. I'm using real camera and the animation just snaps to the vector 0 0 0 and it's nauseating. Ik not a you problem, but I would love if you added it!
stuff like: query.rotation_to_camera(1) - query.body_y_rotation
will be updated for mcreator 2024.4?