#animations
81 messages · Page 1 of 1 (latest)
You might have to use a ternary operator
and what is that
The basic syntax is condition ? true output : false output
I'm using "body2.sx": "if(is_aggressive, 1, 0)"
Try this:
"body2.sx": "is_aggressive ? 1 : 0"
It says that the "?" is invalid
Doesnt works
it says that the animation is invalid
then your animation is invalid
I'm using the animation from Ewan's tutorial
show
is this one
where it said invalid? the green check mark is there
try copy this character below instead
?
anyyways, both ways of writing is valid
ok...i think the plugin doesn't like it being this way
so what can i do
use this, it's the same
I already did
And it looks bugged in minecraft
The "sx, sy" only work in a specific version?
always show what you think aren't right, so we can have a better understanding what's going on
there's difference between looks bugged and not work, one work but not quite as expected, while another entirely don't work
When I put the animation of "sx, sy" it looks like this
Brooo My internet sucks x2
my man trying to explain how to write CEM animations without having any idea how to write CEM animations 💀
That's why I stopped helping.
yes
@jaunty idol since you are here, can you remove that extra ,?
done
but aren't we used to be able to write it that way?
thx
thats not a vallid animation format
But if I am literally copying the format that Ewan uses in his tutorial just changing the condition it looks like this in minecraft
how is your model suppose to look like when agressive?
Like that
and before/when not agressive, it will just like a normal enderman?
check settings see if you have optifine cem enable
if the not aggressive one aren't showing right, your setup are wrong to begin with
But it looks bugged when i put the animation
instead of two {} try put all inside one instead?
[
{
"your part": "......",
"your part": "......",
"your part": "......"
}
]
or you messed up with the file between saves.
beside that, you might wanna check output log for errors/warnings, i aren't experience with optifine afterall.
Maybe it doesn't work because of the pivots?
and I tried it with only 2 "{}"
Already
Visible works in Minecraft 1.16.5?
no clue, i only play with cem once in 1.13
How many lines of animation can there be in a single {}
a whole lot if you check fresh animation's cem
It still doesn't work
Isn't it because of the version?
I would look at how fresh animations works but it won't let me open it in bb
In 1.16.5 can you animate models?
that aren't the right way to include another model
And how would it be correct?
since almost all your parts have different pivot than the original part, and you are in 1.16.5
the best way to have another cem on top of the original one should be dump every custom parts under the body folder
But I did that too
Before
just saying that having each of your custom bones under the original bones is never a ideal way to do, especially when they don't share the same pivot/animation
But since there are 2 bodies, 2 heads, etc., it doesn't matter if I put a folder called body2 and another called body3?
your other parts will be rotate in relative to the original bones
this right arm for example, that red dot will be it's pivot
it's also not easy to be organize
It's okay like that?