Nerdy's Player Animator

Supported MCreator versions
2025.2
Tags / plugin type
Global triggers
Java plugin
player animator
Downloads:
22115
Upvotes: 192
About the plugin

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

  • Java plugins must be enabled for the procedure blocks and player animations resource tab to work

  • This plugin requires the forge mixins plugin to be installed

  • No external dependencies are included in your mod, this is all using code provided by the plugin

  • 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

  • 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

  • While you can use MoLang in your keyframes, only the query.anim_time query is supported

  • 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

v1.2
-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 2024.4
License
MIT License

Plugin downloads
Nerdy's Player Animator v1.2 (2025.2 ONLY) - nerdys_player_animator_0.zip Uploaded on: 10/19/2025 - 20:20   File size: 44.72 KB

Comments

How do I rename the file if i can't do it after export? Also the player_animation folder doesn't create for me automatically ( Yes I enabled the api )
The game crashes when I try to play the animation even though I tried fixing it using your potential issues thing.

why dont i see the player_animation folder after i activated the plugin in workspaces

If this plugin doesn't function you should be sure that you activated it in the workspace settings, in APIs and then be sure that Player Animator is clicked. Then restart your MCreator. It function with 2024.1

Hey Nerdy!
Sadly new Mcreator version now updated the block "Wait x ticks then" to be server side.
Now any animation dropped inside this block will not trigger. Shame, I used it a lot.
Hope we can have a version of this plugin that triggers server-side animations in the future.

I was trying to run my server with some mods including mine that had Geckolib installed, I had one animated block and that was actually the issue, I'm not sure exactly what the problem was but the error I got said:

"java.lang.IllegalArgumentException: class net.mcreator.qj.block.listener.ClientListener has no @SubscribeEvent methods, but register was called anyway.
The event bus only recognizes listener methods that have the @SubscribeEvent annotation."

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

they said that is a player animator issue, sorry here is the issue, i also did with no procedures, nothing, just setup animations and without anything too just when i turn on player animator it crashes https://pastebin.com/2SutjVka

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.

Hello, so I have a problem, the animation I made works but after the condition is done, for example I have a global variable charging and even when not true it still does the animation for charging. Any ideas how to fix?

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

I'm new so my question could be stupid, but it says that the external trigger ("setup player animations" one) doesn't provide the dependency "world," so I have no idea why it isn't working