[TUTORIAL] How to use Nerdy's GeckoLib Plugin 5.2+ [2023.4+]

Started by NerdyPuzzle on

Topic category: User side tutorials

[TUTORIAL] How to use Nerdy's GeckoLib Plugin 5.2+ [2023.4+]
Sun, 04/07/2024 - 12:14 (edited)

How to use Nerdy's GeckoLib Plugin 5.2+ for MCreator 2023.4+


Loading the plugin

 

This plugin is a Java Plugin, which means It requires the Java Plugins feature to be enabled. This is due to the new Mod Elements that it introduces.

 

java plugin

 

Once enabled, load the plugin. You will then need to restart MCreator so the changes can be properly applied. Note that if you already have an older version of the plugin loaded, you will first need to open the plugins folder and delete it.


Enabling the API

 

In order to use any of the features provided by the plugin, you will first need to enable the GeckoLib API, as it is what provides all of the code required to use animated models. This also means that your mod will require the GeckoLib mod to launch after exported.

To enable the API, you will need to head over to workspace settings.

workspace settings

And if you have installed the plugin correctly, GeckoLib will be an option you can enable in External APIs.

apis


Using GeckoLib in Blockbench

 

If you already know what you're doing, this step can be skipped.

 

To use animated models with the plugin, they will need to be made using the GeckoLib format in Blockbench.

In order to use this format, you will need to install the GeckoLib Animation Utils plugin.

plugin


And if you do not have the plugin installed, you will find it in the available section.

available

If you do already have the plugin and it is older than what is shown above, remove it and reinstall the current version.

You can now create a GeckoLib model.

model

If you already have a model in a different format and want to animate it using GeckoLib, you can convert it to the GeckoLib format by opening the project and clicking convert under the file options.

convert

After doing so, you can animate the model.

A key thing to note is that blocks/items, entities and armors all use different types of GeckoLib models. The type of the model can be changed by clicking on GeckoLib model settings and changing the Object type.

model type

Once finished with your model, you will need to export it using the option export GeckoLib Model.

export

If your model is of the type block/item, you will also have the option to export the display settings. This should also be done if that is the case as those will be required.

Your animations will all need to be under the same category in order to be included in a single file, and can be exported by looking under the Animation tab.

anims

Take note of the exact name you used when creating each animation, as that full name will need to be used for your entity.

name

After exporting both files, make sure both start with the same name if you are using a version older than 5.1. For example here, the name "name" is used.

names

This is it. For the display settings, it will not matter what you decide to name them as.


Importing GeckoLib models in MCreator.


To import GeckoLib models and animations, you will need to look for the new GeckoLib category in the top menu bar. If it is not there, you have not enabled Java Plugins.

barr

After clicking it, you will have the option to click "Import GeckoLib model...". Clicking that will allow you to first select your .geo.json file and the .animation.json file after the first one is selected.

gfg

Once again, if you are using a geckolib plugin version older than 5.1 make sure the files you have selected both start with the same name, otherwise there will be crashes when using them.
 If you also have a display settings file, make sure you also import that by clicking "Import GeckoLib display settings..."

disss


Animated Entities

 

To create an animated entity and use the animations and models, you will need to use the Animated Entity element to create it.

entity

Once in the menu, you will need to select the GeckoLib model you have imported. If everything was done correctly, it should automatically be part of the list.

listof

Now, you will head over to the "Animations" page of the element.

animsss

Your entity will require an idle animation. This animation can of course have empty keyframes, but it will be required nonetheless.

idle

Once that is done, you can enable/disable other Built-In animation triggers that are included with the entity's code. These animations will play automatically without any need for procedures/conditions. More information on them can be found by clicking the "?" icon next to their names.

The loop settings for these animations are handled automatically in the code of the entity. So to avoid issues, make sure all of these animations are only set to play once in blockbench.

builtin

There are some other options that can be modified on the right panel, but those will not be explained here other than the conditions, as enough explanation is provided by clicking their "?" icon.

right

In order to use more than just the built-in animations, you will use animation procedures

procedure

To use the animation procedure, you will need to specify the entity element that the animation will play for.

procedure2

That's it.

This is about everything you need to know about animated entities.


Animated Blocks/Items

 

To get started, you will need to make sure you have also exported the display settings file that was mentioned in the blockbench tutorial, as blocks and items require it. Here is an example of what one of those files can look like after exported. Your geo/animation files will also need to be imported in the same way as entities. Scroll up to that part of the tutorial if you do not know where that happens already.

displays

You will now need to create either an Animated Block or Animated Item using their respective elements.

elems

You will find two model selectors in the first page, one for your GeckoLib model, and one for the display settings. Simply select the ones you exported for your specific block or item.

sgr

 

 

Animated block/item animations

Blocks and items both have a different animation system. Blocks use numbers, while items use regular names.

Your animated block will require an animation to be named "0" in blockbench, as that is the idle animation that will always loop.

0

To use more than 1 animation with animation procedures on blocks, you will need to increase that number in the block element.


Your animated item will require an idle animation, which can be set in the first page of the animated item element.

hh

In a similar fashion, all your block animations will need to be numbers. These can range from 1-1000, though using that many procedure animations with one block will eat alot of ram.

blockproc

For animated items, your animation procedure will work the same way as entity animation procedures.

testtt


First person arm rendering for Animated Items

The animated item element also has a unique feature which allows you to include player arms in the model which are only visible in first person when held.

In order to use this feature, you will need to include 2 new groups in your model, which will represent the player arms.

arms

You need to be certain that the scale of these cubes matches the scale of the player model's arms.

scale

The texture you use for them does not matter, as these arms will automatically adapt to the player's skin.

You will need to position these arms to face up, and center the pivot to the center of the very bottom of the cube.
This is required as the arms are not part of the actual model. The rotations will all need to be handled in animations.

pivot

Note that you will need to only select the group, and not the cube, otherwise the pivots will not be correct.

You can now animate the cubes in animations.

animate

Once you are done animating the arms, you can enable first person arm rendering in the element and use the name of the groups you created for the arms.

enablearms


Animated Armors

In blockbench, you will need to set your geckolib model type to armor.

ad

Once that is done, a template of an armor model structure will generate. You can either use this template, or you can convert your own armor set.
If you do decide to use the template, you need to check that the pivots of the model part groups are correctly positioned. Sometimes, there are some slight mistakes.

The model parts of the armor are split into 8 groups

  • Head

  • Body

  • Right Arm

  • Left Arm

  • Right Leg

  • Left Leg

  • Right Boot

  • Left Boot

geg

These groups can be named whatever you like as you can specify their names in the armor element, but there is no need to rename the template's groups.

These are the parts that will need to have their pivots positioned relative to the player model. Inside, you can make the armor's model.

g

The exported model and animation file should be placed in the same directory as entities. If you do not know where that is, scroll up and find the part of the tutorial that explains it.

Now, make the armor using the animated armor element.

gw

In the GeckoLib properties page, you can set the group names of the model parts

armorrrr


This is it!

Plugin Link


Common crash causes
-You didn't create a GeckoLib model.
-You enabled the head animation, but there is no group in your model that matches group name you provided
-Your animation file name does not match your model name, or your model name does not match your animation name.
-Your animations file has incorrect formatting. If you used the bedrock entity wizard or other model animating blockbench plugins, you likely have to make the animations again.

Edited by NerdyPuzzle on Sun, 04/07/2024 - 12:14
Joined Apr 2019
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Is there a fix for the 0.75…
Fri, 02/10/2023 - 20:13

Is there a fix for the 0.75 animated block offset, or has that already been answered?

Joined Feb 2019
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The model works without…
Sat, 02/11/2023 - 16:44

The model works without crashing, but the animations are not working for some reason. I thought that perhaps simply selecting the animation in the Animated Entity thing wasn't enough, so I also tried to use the animation via procedure, but no luck either

You used the FULL animation…
Sat, 02/11/2023 - 17:03

You used the FULL animation name that blockbench generated? You can even look in the animation file for that.

Joined Feb 2019
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The geckolib model is named …
Sat, 02/11/2023 - 17:12

The geckolib model is named "entitykilobitgmt.geo", the animations are named "entitykilobitgmt.animation" (for idle) and "entitykilobitgmt.attack.animation".

The name of these animations are also what I copy-pasted in the "animations" part of Animated Entity.

 

Before replying, I thought that perhaps skipping the ".json" part was the issue, but even adding that in has no effect.

You do not export one…
Sat, 02/11/2023 - 17:48

You do not export one animation per file, that is not how GeckoLib works. You simply name the animation file the same way as the Geo file. (Example: test.geo.json, test.animation.json). Inside that one single animation file, all your animations should be stored.

Joined Oct 2022
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Hello, I updated the…
Sat, 02/11/2023 - 18:52

Hello, I updated the Mcreator and Geckolib but (before 2022.3 now 2023.1) and now all my mobs are chickens and biped models, I need to reset all the mod seriously?? Thanks

One thing I was thinking that is gonna fix this is to put the another procedure (the old one) but this is your plugin not mine.

Joined Feb 2019
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Oh, I did what you said and…
Sat, 02/11/2023 - 21:11

Oh, I did what you said and now it works! 

Thanks a million mate!

Joined Feb 2023
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Help me please. I made a…
Sun, 02/12/2023 - 16:31

Help me please. I made a model and animation for it, added everything through MCreator, but there was a problem
When I hold an item in my hand, an animation is played without action - this is how it should beat
- The question is how to make a trigger correctly so that the attack animation would work
- Or when the character moves, so that the walking animation would work

This is a link to the model with animation
https://drive.google.com/file/d/1ARZ_D0DAFoK2-havEi3tUvHokUkq-vbY/view?usp=share_link

Please help with triggers, if you can just make screenshots where you will indicate examples. It’s just that in the text version I’m afraid that I won’t be able to understand, because I don’t know English well)

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So, smooth interpolation…
Mon, 02/13/2023 - 17:20

So, smooth interpolation keyframes do not work?

I do not know, if they do…
Mon, 02/13/2023 - 22:58

I do not know, if they do not It's not up to me to fix them but the GeckoLib devs.

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I found a bug, the entity…
Wed, 02/15/2023 - 20:58

I found a bug, the entity rotation procedure block doesn't work anymore (the jaw still does, just not the pitch) I'm trying to make a plane that tilts so if you know another way to do it, please let me know! Or just animation that can change using values in general.

 

btw amazing plugin nontheless :)

Joined May 2022
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Soo, not sure if anyone else…
Thu, 02/16/2023 - 00:10

Soo, not sure if anyone else is having this issue, but I am.
Pretty much im making a mob that has an animation to give it an overlay. however, once the overlay is put onto the mob, it becomes buggy, and the overlay and the actual mode become buggy and phase between both the overlay and normal model. Is there any way to fix this issue?
example
Imgur: The magic of the Internet

examples of the bug above^

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also, before you think that…
Thu, 02/16/2023 - 00:14

also, before you think that the reason its not working is because i set the overlay to the same z/x/ values of the base model, i did put a 0.05 space between the overlay and model.

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Plugin works great, only one…
Thu, 02/16/2023 - 23:18

Plugin works great, only one problem and I don't know if its blockbench plugins problem or Mcreator plugins problem, but Im making a swimming animation for a mob, and It's supposed to flip it on its stomach, and while the animation plays normally, it does not get flipped on its stomach. The hands the head and the feet all move right, but it stands upright.