You do not need scale keyframes if the model never changes size. Position + rotation are enough.
The bigger problem is actually in your MythicMobs skill setup.
You have mechanics like:
- defaultstate{mid=fire_golem1;type=idle;state=none} @self ~onSpawn
inside a skill.
~onSpawn should not be inside the skill line itself there. That trigger only belongs in the mob file. Inside a skill sequence, the line should just execute immediately.
So instead of:
- defaultstate{mid=fire_golem1;type=idle;state=none} @self ~onSpawn
it should be:
- defaultstate{mid=fire_golem1;type=idle;state=none} @self
Same for the last line:
- defaultstate{mid=fire_golem1;type=idle;state=idle} @self
Right now those lines are probably not actually executing correctly because they are trying to register as spawn triggers inside an already running skill.
Your skill should look more like:
fire_golem_skill:
Cooldown: 99999
Conditions:
- playerwithin{d=5} true
Skills:
- defaultstate{mid=fire_golem1;type=idle;state=none} @self
- state{mid=fire_golem1;s=awoken;li=0;lo=0;speed=1} @self
- delay 40
- state{mid=fire_golem1;s=awoken;r=true} @self
- state{mid=fire_golem1;s=evoke;li=0;lo=0} @self
- delay 50
- state{mid=fire_golem1;s=evoke;r=true} @self
- defaultstate{mid=fire_golem1;type=idle;state=idle} @self
I also changed li and lo to 0 for testing.
That matters because your current setup uses:
li=3;lo=5
Those lerp values are probably what causes the model to briefly blend between statue and idle. Since statue is a very different pose, even 3–5 ticks of blending can make it look broken.
Test with zero lerp first. If it works, then you know the bug is just from blending rather than your animation itself.