DG Dlib Transform

Published by DG_Dragon on
Supported MCreator versions
2024.1
2024.2
2024.3
2024.4
2025.1
2025.2
2025.3
Tags / plugin type
API support
Global triggers
Java plugin
Procedures
dlib_modders
Downloads:
947
Upvotes: 13
About the plugin

This plugin aims to integrate a private lib called Dlib, developed to allow the player to transform into entities, perform registered animations, and be compatible with the modded entity, geckolib, and mcreator's own animation system.

 


Please note that this plugin requires the Java Plugin feature to be enabled.


Why use my plugin?

Dlib was developed by my team as a private lib, without adding commands, so only modders with the plugin could use it.

Unlike public mods that provide commands and an interface for easy manipulation, Dlib adds nothing beyond direct manipulation during mod development, with simple calls, fully adapted to blocklys and composite implementation, without generating dependencies.

Currently, it supports geckolib, but exclusively for Java Entity and its animation system.


Usage rights:

This is a demo version, with initial support for Dlib version 1.0.

To use any blockly plugin, it is necessary to have the mandatory blocklys plugin installed first.

It also adds some Blocklys:


Animation Registration System:

Dlib now has a procedure-based registration method.

 

Note: The order in which the animations are registered must be the same as how they were placed in the entity, and you cannot add more animations than were placed in the entity.


For now, only 1.20.1 is supported.

I'm currently focusing solely on Forge 1.20.1. If you'd like to port to another version, please contact me privately via Discord, and we'll discuss the cost.

Payment accepted: PayPal only, and the fee will be included in the total price.

Note: You can choose whether the port will be private or public.


How does the plugin work?

The DG Dlib Transform has an API. When activated, it creates a folder called jarjar, which initially contains the "metadata" file. Control of the integration has been moved to the Dlib Menu.

Set to true or false;

If true, the implementation occurs directly in the main mod, without generating dependencies, complementing the basic implementation of a composite mod.

If false, the implementation will be done through a dependency, requiring the library's .jar file.

A file necessary for the implementation, called "metadata," is also generated. Edit it only if you know what you are doing.

When exporting, the same "metadata" file will be copied to the correct location.


Animation playback by blockly:

  • Geckolib: support only in the basic transformation function.

Current Changelog

  • Coming soon 2.0 as a Plus Version ---> ability to change the player's weapon based on transformation, render items in third person, modelPart manipulation, both for transformation and for entities in the world.

V1.4.1

  • Changes to the rules for mandatory Blockly.
  • Added the blockly "CurrentEntity".

V1.4

  • Animation registration system redesigned.
  • New blockers added.
  • Completely redesigned integration system.
  • And a few more improvements.

V1.3

  • Updated dlib to 2.0.2

V1.2

  • fixed mixin issue on mod export.

V1.1

  • Added, modified generator for 2025.1
  • dg_dlib_play_animation is empty (corrected).

V1.0

  • start of plugin.

If you have any questions, join my server (Come in here)

 

If you want to support my work click here ---> 👉Offer a gem!!

License
All Rights Reserved

Plugin downloads
DG-Dlib-Transform-V1.4.2.zip - DG-Dlib-Transform-V1.4.2.zip Uploaded on: 11/09/2025 - 03:47   File size: 133.1 KB

Comments

Hey, I have the issue that I am starting the world morphed as a pig and I can't change that so far. I have set up a keybind that should morph the player into a custom model but that doesn't work either.
any idea on what I should try? thanks!

why did i get an error:input entity on block dg_dlib_play_animation is empty.How can i fix this ,i just dont understand

public class MyCustomEntity implements DEntity {
// Animation states
public final AnimationState animationIdle = new AnimationState();
public final AnimationState animationRun = new AnimationState();
public final AnimationState animationAttack = new AnimationState();
public final AnimationState animationDeath = new AnimationState();
private final DlAnimation animations = new DlAnimation();

public MyCustomEntity(PlayMessages.SpawnEntity packet, Level world) {
this(Entities.MYCUSTOMENTITY.get(), world);
registerAnimations(); // Called during construction
}

@Override
public DlAnimation getAnimation() {
return animations;
}

@Override
public void registerAnimations() {
getAnimation().addAnimation("idle", new DlAnimation.DlAnimationInfo(IdleAnim.lengthInSeconds(), animationIdle));
getAnimation().addAnimation("run", new DlAnimation.DlAnimationInfo(RunAnim.lengthInSeconds(), animationRun));
getAnimation().addAnimation("attack", new DlAnimation.DlAnimationInfo(AtkAnim.lengthInSeconds(), animationAttack));
getAnimation().addAnimation("death", new DlAnimation.DlAnimationInfo(DeathAnim.lengthInSeconds(), animationDeath));
}

@Override
public void syncAnimations() {
animationIdle.animateWhen(!isMoving());
animationRun.animateWhen(isMoving());
animationAttack.animateWhen(isAttacking());
animationDeath.animateWhen(isDeadOrDying());
}
}

I'm selling a way to record animations, by procedure or trigger. Originally, it's directly in the entity.