I am trying to make an animation that runs exactly as the wolfs shake does:
default is playing > in rain=rain animation > no rain=shake then return to default.
Could somebody please help or confirm that this is the correct way to do it or help to make this work?
The animation that plays when in rain is working as well as disabling when out of the rain, but the shake animation is not playing in between, Please can somebody help with this as well as my post previous to this!
Another thing is that my animations are not playing fully and only playing 1 frame ingame! The animations are snappy with no full animation only the first frame!
(@ me)
#Attachable Animations Query
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the vanilla wolf shaking animation is a looping one with a length of 0s, with keyframes at timestamp 0.
So if you use q.all_animations_finished in the transition of the state where it is playing, it will immediately transition. In Vanilla a query is used (query.is_shaking_wetness), but it may not work for entities that don't use the minecraft:wold identifier.
The simplest solution is to make your own shaking animation, with a length of say ~1s.
@idle socket
Thanks so much, after I posted this I did a few tests and I did try the All animations finished query but as usual, doesn't work just snaps to the first frame
No I'm saying using this query will not work well if you have an animation that lasts 0s
Oh
The shake animation is a second and the idle animation is 0 but until I can figure out how to smoothly transition animations then I can't figure it out
Well that depends on the animations, they may be using -this in the keyframes, or have override toggled on, that can mess with the transitions.
You just talked about an "Idle" animation, but I don't see it anywhere in your screenshots, I just see states for default, rain and shake, and inside of them respectively default, rain and shake.
So I'm thinking you got confused and forgot to implement the right animation at the right place...
After your try to fix it, could you send just the animation controller and the animation file here, if it does not work still
Sorry about the trouble, since I struggled to do similar and since the default animation would override all other animations with another model I don't use a default animation and pose the attachables in their respected default animations. Rain and Shake are both implemented animations where Rain droops the ears and Shake is supposed to cause a Shake animation that plays when exiting the Rain animation (out of water). I'm not using any -this nor override setting in the animations so that shouldn't be a problem that im aware of. I'll see what I can do but if it doesn't work I'll send it through, worry for the trouble, give me 5 minutes.
I'm having a little trouble understanding as to what exactly I should put and where so it would be greatly appreciated if you could have a look through or fix it if you'd like to. Thanks so much for your help and im sorry for taking a while I'm trying to use a different asset to test this on
Will you send the files or...?
Yeah sorry, im just trying to fix one of them
Ill send them right away, i had to fill in the animation controllers so you werent sent an empty code
This is a seperate attachable to the one i was previously talking about so i wouldnt break anything important, thanks so much for the help
you should enable the content-log, I just opened the AC and I can see basic mistakes off the bat.
-
there isn't a state named
"default", or alternatively"initial_state": "name_of_default_state", -
there is a single transition from the "idle" state to "walking", but that state does not exist
-
all the animations you listed in each state have a completely wrong syntax: you should use their short name without brackets around, or if you do use brackets what you put next to the animation short name should be a mathematical expression that weights the animation, not the full animation name. The full animation name belongs to the "animations" section of the attachable or the entity, where you define their short name to use in an AC, or directly in scripts
!faq content-log
If you enable the content log and launch a map where you've activated your BP and RP, it'll tell you some of the tings that are wrong with your files.
Fix what you can, reopen the map, rinse and repeat if more errors come up.
https://wiki.bedrock.dev/guide/custom-entity
https://wiki.bedrock.dev/animation-controllers/animation-controllers-intro
Use those guides to understand what that syntax is for implementing animations, it's all over the place atm.
You're better off learning how an AC is supposed to look in a code editor to later make them in Blockbench, it's a bit more clear this way.
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