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
v1.4.1 (2025.3)
-Fixed piglins crashing the game in 1.21.1
v1.2.1 (2025.2)
-Fixed piglins crashing the game in 1.21.1
v1.4
-Added the option to play player animations in both third person and first person
v1.3
-Ported to MCreator 2025.3
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 2024.4Comments
Hey, I keep trying different ways to do a walking animation but when i tried using "if, do" procedures, it would play the animation and wouldnt stop playing until i left clicked to play the attack animation before it switched back to the idle animation. Basically, i need it to stop playing when i stop sprinting
First of all, create a one frame animation with no modifications.
Create a variable called spriting (variable type logic, and variable scope player persistent)
Then create a procedure and set the global trigger to player tick update.
inside this procedure you'll need to put like that:
If player sprinting = true (you can get the player sprinting block in the entity data section)
do set global sprinting to true (you can get the variable block in custom variables section)
else set global sprinting to false
Then you going to create another procedure again global trigger player tick update.
this time is going to look like this:
if get global sprinting = true
do (block to play the animation here)
else (block to play that empty animation here SET TO IGNORE ANOTHER PLAYING ANIMATION TO TRUE)
And that should do the trick.
alright so the walking animation works perfectly, but all the other animations have been negated and i think its because the ignore active animations empty animation that i use for stopping the walking animation interuppts all animations except for the walking animation
Yeah sorry I forget to tell you.
You need to put the variable to false once you stop running, like that:
if get global sprinting = true
do (block to play the animation here)
else do set global sprinting to false and below this you put the empty animation block
(block to play that empty animation here SET TO IGNORE ANOTHER PLAYING ANIMATION TO TRUE)
animations dont seem to work on multiplayer.