Player Animator is a plugin that allows you to animate the player model using smooth keyframe (json) animations created with blockbench, blender or even by hand. This is done though the help of the playerAnimator library.
Example of a player animation:
How to use:
First, you will need to use blockbench, animate a template player model and extract the .json animation. The animation in the first example is made with blender, but you can use the geckolib plugin in blockbench like I did to make the second example.
Now that you have the animation file, it will need to be placed here:
Once you have placed your animation in the correct folder, you need to make an empty procedure and select the event shown below. The procedure does not need any further inspection.
Now, you are ready to use your animations! All you will need to do is include the procedure block provided by the plugin (and have the playerAnimator library enabled in workspace settings).
Potential issues when using the plugin:
"I can't get the animation parts to work correctly!" -You can find the official bbmodel here
"The game keeps crashing when I try use the animation!" -You either didn't place the file in the right place, or you renamed the animation after exporting it. Don't do that.
"I'm getting a build error!" -You didn't name the SetupAnimations procedure correctly, or your use of the procedure block was simply not accounted for.
"The animation won't play!" -None of the entities in your event are players, therefore it has nothing to play for.
Comments
Hey Nerdy! Amazing plugin!!! I'm using in all my mods and one of them has almost 50K downloads!
I'm sorry to bother you with this but do you plan a fabric version? People Always asking me for fabric versions of my mods but as all of them use this plugin I can't port it.
As always keep up the amazing work, Mcreator wouldn,t be the same without you! ;D
when the animation is looped (there is a condition that the entity is moving or other conditions that repeat the animation procedure endlessly), the animation for a few milliseconds returns to the basic animation, legs, arms, body, head becomes a Minecraft T pose, how can I fix this? and when update with global animation sync? we want sync all players animate
For some reason, whenever the player_animation folder is present within my mod's folder, I get stuck on the Mojang Studios Logo on the loading screen, I can even hear clicking sounds when I click where the buttons would be but I can't get any further. I don't recall there even being a Mojang Studios loading screen when normally loading in with Neoforge.
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.
Oops I posted this in the wrong forum