#Resource Packs General

1 messages ยท Page 8 of 1

winged hearth
#

How to important it

winged hearth
#

Can u make it as resource pack?

scarlet grail
#

Cant change default model, add another model and hide the default one

floral tartan
#

Does anyone know how to change the icon of an item using date? Like the bed item

tribal socket
#

Why does my font become small and like so when i use such characters?

#

this is how it looks in java

#

this is easier to see

#

any way to make it behave the same?

harsh thistle
#

we need to wait for a fix.
a new version is comin 1.21.131 but im not sure is going to be fixed

half plover
#

anyone have a guide how to create custom sound like custom music disk? ๐Ÿ˜…

#

mine errors with LevelSoundEvent error thingy

gentle field
half plover
#

Here's the error:
[Sound][error]-sounds.json | individual_event_sounds | events | mob.bass.0 | Event name 'mob.bass.0' is not a valid LevelSoundEvent

Here's my current sounds.json:

{ 
  "individual_event_sounds" : {
    "events" : {
      "mob.bass.0" : {
        "sound" : "mob.bass.0",
        "volume" : 16.0,
        "pitch" : 1.0
      }
    }
  }
}

sound_definitions.json:

{
    "mob.bass.0": {
           "category" : "record",
           "max_distance" : 256.0,
           "min_distance" : null,
           "sounds" : [ "sounds/item/copper/bass0" ]
    }
  }

my custom sound file is placed like this: RP\sounds\item\copper\base0.ogg

gentle field
#

Yeah you can't add new individual event sounds

half plover
#

so, where should i place it?

gentle field
#

What are you trying to do?

#

If you're trying to add a new disc without a BP it's not possible.

half plover
#

i am trying to create a custom horn sound

gentle field
#

You can't add new ones, you can only override.

half plover
#

ohh, that sucks.. But is it possible to add new custom sound (not entity) at all or it's just possible with entity sounds?

#

nvm it's okay now, so i can't put custom sounds in sounds.json, but i can put new ones in the sound_definitions.json, which i just played it in my script.

That's all i wanted. Thanks for the help @gentle field , really appreciate it

harsh thistle
#

Good day guys i was wondering why my vibrant visuals get disabled when i put my addon in a minecraft world?

woeful thistle
#

add this to your manifest

harsh thistle
#

i did that but still dont let me activate is like my addon disable pbr

#

idk why

rare current
#

dont understand why texture is missing

#

although in log said nothing

uneven slate
rare current
#

it was working as intended before

woeful thistle
woeful thistle
copper bane
#

if i want to add a custom idle animations, should i just replace a built in animation from the base or just add a new one?

#

i forgot to mention the player ๐Ÿ˜…

#

a custom idle animation for the player

#

replace or add a new one?

#

i also wanted to ask if how to overwrite other first person animations from other packs, i currently included prizma shader which has custom animations includin a custom first person animation, but it conflicted with my pack

i tried adding actions and stuff as priority. actions and stuff overwritten the first person of prizma shader but when i tried prioritizing my pack, it didnt do anything, maybe because i havent messed around the player.json(or other player files) file. I wanted to ask if what specific line should i modify so my pack can overwrite other first person packs when it becomes priority

#

i was actually wearing a custom shield at the prizma shader picture, but its gone ๐Ÿฅฒ

harsh thistle
woeful thistle
#

I dont have anymore suggestions.

harsh thistle
#

how i render a particle really far?

woeful thistle
strong marten
#

Can anyone help me

supple rapids
#

are you able to add custom equip sounds for custom armor that isn't just the generic one (like make a custom item sound like netherite when equipped)? Unsure if there is a built-in way to do this or if it's only through scripts

supple rapids
#

๐Ÿ˜”

copper bane
#

did i do something wrong?

uneven slate
# copper bane

Context.is_first_person doesn't exist in the context your using here (you see what I did there ๐Ÿ™ƒ)

#

Terrible jokes aside, it only exists within an attachable and this is a player.entity.json file

uneven slate
uneven slate
# copper bane ahh i see i see, thanks :D

What you need is either query.is_first_person or variable.is_first_person
You'll have to figure out which of them is the one that works right now, but I think it is the variable

dense elk
copper bane
#

I think you just have to use it lol
Just replace variable instead of query in query.is_first_person

Mine worked

still marlin
#

Someone should pin this or put it as a resource, A lot of people is refereing to this message. Bedrock-samples Doesn't have latest player client file, Not documenting it is making beginners suffer why are they getting errors for using the old client player file. Hope someone understands it <@&1065713026369593434>

rare current
#

looking for anyone who could help me with using locator

uneven slate
uneven slate
# dense elk lightning how do i use these variable.(something)?

These can either be used like queries regularly are as RallenScallar said
An example:

"animate": [
    {
    "anim_name": "variable.is_first_person"
    }
]```
They can also be used in many different contexts like this 
```"variable.is_first_person ? 15 : 90"```
Whereby if the player is in first person the value given will be 15 and if the player is not in first person, the value given will be 90
lethal basin
#

Hsllo guys

uneven slate
#

Hello

copper bane
#

what did i do wrong?

uneven slate
# copper bane

Wrong format
Here's an example of how it should be done
query.equipped_item_all_tag('slot.weapon.mainhand','orion_voltaic')

#

You've done it like is_item_any
Which is query.is_item_name_any('slot.weapon.mainhand', 0, 'item:name')

copper bane
#

Ooo thanks :D

uneven slate
#

No problem

cedar gull
#

Does we still need entities to have a runtime identifier of a warden just to use the rgb values in the render controller?

cedar gull
gentle field
cedar gull
#

Which means I get to do more tests on customization possibilities

cedar gull
#

I noticed they were casually changing the colors of the mob with the render controller and custom settings.

rocky light
#

Ah, that's just overlay_color. I thought you were talking about color field, which is still tied to runtime Id of players and warden

#

The colors are actually changing via a texture btw, not via overlay color

cedar gull
rocky light
#

Iirc color is multiplicative and also affects alpha, overlay color is blended on top of texture color and doesn't affect alpha

cedar gull
rocky light
fathom wasp
#

charging cable

rapid quest
#

How did Actions and Stuff made a permanent cold variant with no behavior pack included?

spark dagger
#

How do I add the more than custom blurs similar to the pumpkin blur?

spark dagger
#

Other words, more custom overlays than what Minecraft Has

sharp gazelle
#

Yo what is with UI texture files for Minecraft Bedrock Edition. They are horrible. You can't even tell what is what exactly. Esspecially for the inventory and other GUI's.

#

I wish there was a website or some tool to make that easier.

vast robin
#

there's no way to access the position of a locator right?

uneven slate
lapis tulip
#

is there any good documentation on what each blockshape actually looks like?

restive chasm
#

why does my /reload all break the texture pack every time ๐Ÿฅ€

gentle field
half plover
#

Is it possible to scale only some specific bone of an entity? And not the whole?

uneven slate
half plover
uneven slate
#

Despite my lack of being able to help, it's no problem ๐Ÿ‘

fathom wasp
#

guys how do i do a backflip

wind saffron
#

How do i replace the music in minecraft? I wanna add custom background music to the menu and the main game but idk where to edit the file paths

uneven slate
fathom wasp
rocky light
#

In case anyone's curious, +-0.999 Y coordinate from normalized custom_direction seems to be the exact threshold when particles using direction_z flip direction and snap to horizontal plane #old-particles message

#

So the game has some kind of check along the lines:

if (abs(normalize(custom_direction).y) > 0.999) {
  // Snap particle to horizontal plane
} else {
  // Do proper custom_direction calculations
}```
#

CC: @frank escarp not sure if u ever figured out the exact value that makes sense, but here it is.

#

First I brute forced threshold angle up to the point when molang started having precision issues, and it ended up being 2.562504 deg, then taking the cosine produces Y component of 0.999000042... so it appears that 0.999 is the exact threshold

supple rapids
#

does nineslice work on particles?

civic moat
#

What is the complete code to create Bridge V2 add-ons for Minecraft 1.26.0?

#

Preview

uneven slate
civic moat
#

I don't know what Format Version to put in Minecraft 1.26.0 Preview.
I don't know what number to enter for Format Version.

lapis tulip
#

Ik theyre deprecated but theyre the only option

gentle field
lapis tulip
# gentle field Theyre mostly self explanatory no?

Yeah but some are kinda obscure like tree, is that the saplings model? Why not just have cross? Same with terracotta why does that exist? Does it have some unique property? Also some things like how different faces map to elements, cause ive seen people use flowering_azalea to make like 3d mushrooms and saplings with very different shapes with the same model.

#

Also things like how different blockshapes work with block rotation methods

#

I just ask cause i have a difficult time testing packs myself so reading existing documentation is much more convenient

#

I should also test doublesided_rows to see what it does

thorn frost
#

Why did they have to make mobile UI so clunky? The elipses for the inventory is 2 textures..

half plover
#

Hello, i have a question, let's say i have this entity which is a block or something cube. It has a collision box in the behavior pack, and i want it so that i don't have to change the size of that entity in the models in the resource pack.

I am using this entity for debugging like invisible entities, if where are they located.

Or are there a better way to get the collision boxes of an invisible entity in scriptint now?

fair sphinx
#

    "bucket": {
      "textures": [
        "textures/items/bucket_empty",
        "textures/items/bucket_milk",
        "textures/items/bucket_water",
        "textures/items/bucket_lava",
        "textures/items/bucket_cod",
        "textures/items/bucket_salmon",
        "textures/items/bucket_tropical",
        "textures/items/bucket_pufferfish",
        "textures/items/bucket_powder_snow",
        "textures/items/bucket_axolotl",
        "textures/items/bucket_tadpole"
      ]
    },

How can I take the milk bucket texture from this list?
bucket.milk?

smoky torrent
#

you have to make your own item atlas entry

fair sphinx
#

or is it hard coded?

smoky torrent
#

buckets are hardcoded
I think there used to be a texture index parameter in the icon component but they removed it

fair sphinx
#

ah sh*t thanks

lament trellis
#
{
    "format_version": "1.19.0",
    "animation_controllers": {
        "controller.animation.boss.main": {
            "initial_state": "idle",
            "states": {
                "idle": {
                    "animations": ["idle"],
                    "transitions": [
                        {"walking": "q.ground_speed > 1.0"}
                    ],
                    "blend_transition": 0.2
                },
                "walking": {
                    "animations": ["walk"],
                    "transitions": [
                        {"idle": "q.ground_speed < 0.5"}
                    ],
                    "blend_transition": 0.2
                },
                "Attack": {
                    "animations": ["hit"]
                }
            }
        }
    }
}```
#

any reason for this?

#

all my animations play but only when it first spawns in

supple leaf
#

Hey guys, is it just my impression or do the item_display_transforms values for blocks never go below 1? I'm trying to make a smaller icon but it's not working.

smoky torrent
supple leaf
#

Oh right, I forgot about that.

kindred ridge
#

How do I render the marketplace skin on my player, even if I'm modifying the player.entity file? I'm trying and not succeeding.

scarlet grail
#
{
    "materials": {
        "version": "1.0.0",
        "custom_animated:entity": {
            "+defines": [
                "USE_UV_ANIM",
                "ALPHA_TEST"
            ]
        }
    }
}```
#

Does anyone know why the transparency on my custom material isn't working? It shows a black background

half plover
#

Is it possible to get the 3D item texture of a block from blockbench?

#

Like as png or smth

half plover
#

Cuz when i use display > screenshot model, it shows big in-game

uneven slate
kindred ridge
#

I never understood what min_engine_version is for; I'm sure Mojang only added it because of the action stuff, because I had done it before and it didn't work.

twin echo
#

howdy, does anyone know how fogs work?

shy vortex
#

Guys, what should I do if my set of resources disables Vibrant Visuals?

sand tapirBOT
#
Making Your Pack Vibrant Visuals Compatible

To make your pack compatible with Vibrant Visuals, your manifest.json has to have:

  • min_engine_version: [1, 21, 120] or higher
  • capabilities: "pbr"
shy vortex
gentle field
#

What's your manifest.

shy vortex
#
{
  "format_version": 2,
  
  "header": {
    "name": "Spanish Delight Bedrock",
    "description": "Port made by Maxis-Shellgryphon",
    "uuid":"f5cb54b3-c879-47f5-958d-22379fb210aa",
    "pack_scope": "world",
    "version": [ 26, 0, 2 ],
    "min_engine_version": [ 1, 21, 130 ],
    "capabilities": [ "pbr" ]
  },
  
  "modules": [
    {
      "type": "resources",
      "description": "",
      "uuid": "a2c62d3b-e838-488f-8e80-64eae318d424",
      "version": [ 1, 0, 0 ]
    }
  ],
  
  "metadata": {
    "authors": [ "Maxis" ]
  }
}
gentle field
#

Not where you put the capabilities.

#

Needs to be in the top level, not in header.

shy vortex
#

After "format_version"? Did I understand you correctly?

gentle field
#

Yeah,

shy vortex
#

Ok. I'm going to try it now.

shy vortex
sharp sapphire
#

Hey guys does one of u have fast xp like fast xp throw to mend armor on mid-fights

frank wolf
#

Anyone know what those strange buttons do? At first I though its the main menu ones but it didn't change anything here

smoky torrent
frank wolf
kindred ridge
#

Does anyone please know how to fix this? When I change the size of my skin, my character keeps changing the position of my animation, and thereโ€™s no way for me to remove this.

#

@stable spruce Can you help?

stable spruce
void hollow
#

Does anyone know how to fix this entity texture issue?

#

I think the texture error is happening because the original image wasn't oriented like a Minecraft texture, for example a Minecraft skin texture is oriented in a specific way

#

This is how I used the image as a texture in block bench

void hollow
uneven slate
void hollow
uneven slate
#

Well, you probably didn't actually add the file then

#

When entity wizard creates an entity, it doesn't actually create a file with the entity geo and texture in it, because it gives you the addon file before you make the geo and texture
You are meant to manually replace it

uneven slate
void hollow
uneven slate
#

Show what's in the entity file

void hollow
uneven slate
#

It's probably not anywhere else besides the entity's texture's name
The only information I need is the texture name and the entity file's contents

#

What are your content logs?

void hollow
# uneven slate What are your content logs?

This is all I could get.

[Json][inform]-minecraft:zombie | minecraft:behavior.nearest_attackable_target | minecraft:zombie | For entity zombie, "attack_interval" is disabled (max <= 0); goal will fall back to "scan_interval" (ticks).

[Texture][inform]-TextureSet (textures/items/copper_golem) | Specified image could not be found

void hollow
#

Ok finally fixed just had to resize the image to 512x512

weary slate
#

hey do anyone here knows how to add 3D model blocks and items in a minecraft bedrock resourcepack

#

is that I am trying to convert a java pack I made that has many 3D blocks and items to bedrock but I can't really understand where I should put them in the resourcepack since I have never made a bedrock resourcepack before

hallow oak
#

Is there a resource pack that removes npc dialogue

frank wolf
weary slate
#

I don't know the bedrock structure

#

there's no models folder in my pack

#

in java it's very easy and I have been doing it for 8 years at least

#

but I have never done it for bedrock and I can't find any good tutorials on it

frank wolf
weary slate
#

I will take a look thanks

frank wolf
junior dome
#

Is there a way to get rid of beacon beams through a RP, Iโ€™ve talked to some people about it and they had issues with it before

lapis tulip
#

Bedrock is much better when it comes to entities in resource packs

modest arch
#

I have a question
if we're to just put the model of a nunchuck item in like the rightitem folder in the player model, and i was to animate it like that
If I then used the /playanimation command in game
Would it animate the player and they item?
Or
Just the player?

uneven slate
uneven slate
#

That's how matching bone names work, and its why armor gets animated when the player is animated

modest arch
# uneven slate Both

In that case...the wing thing i wanna do is possible then

If i were to do this for an armor with wings, it should work then right?

modest arch
#

Greattttttt ill try both of them (will go with what works first)

Thanks for your time ๐Ÿ‘

uneven slate
#

No problem ๐Ÿ‘

junior dome
rapid quest
#

What are the file names of the gray part on textures/ui folder? can't seem to find them

ionic hawk
#

Does anyone know how to dye items like leather armor?

tranquil finch
#

So I'm trying to have multiple texture layers to make the appearance for a custom entity, as it has villager components and behaviours the minecraft:skin_id and minecraft:variant queries are already being used for the base skin color and biome clothing, so i tried using an integer randomizer that i found on this server for the other parts of the entity (math.random_integer(0, 4)) but what it does is cycle through the textures while on game and appears as flickering, what i need is a function that gives a single integer once or a way to randomize what texture from the array is taken, any help would be appreciated and thanks for taking the time to read my issue

lapis tulip
#

The best you can do is initialize a variable to use for the hair, unfortunately this will be recalculated every time the client reloads so logging out and back in will change the variant

#

*this is the best option I know of

tranquil finch
#

normally i see people use the minecraft:variable for that on behaviour packs and randomize it on the entity's creation, but its already being used because of the villager biome and profession components, would it be possible to create another random variable on the entity creation? like the minecraft:skin_id?

lapis tulip
#

Uh

#

I don't know much about behavior packs,

tranquil finch
#

that's ok, thanks for your help

tranquil finch
lapis tulip
#

Rq for the client side variable I mentioned you need to initialize a variable with molang like "variable.hair_type = math.random_integer(0,4);"

tranquil finch
modest arch
#

Hey, is it possible to make first person animations without animation controllers

Ive been thinking, since the player model in blockbench is slanted when doing first person, maybe there's a way to position it so you get first person animations

uneven slate
#

With a condition in the animation
Like this:
query.condition ? A : B

#

This tests if the condition is true, if it is then it does A if not it'll do B

#

These can just be numbers

narrow robin
#

hi, do anyone knows how to make realistic explosion smoke?

modest arch
# uneven slate With a condition in the animation Like this: `query.condition ? A : B`

....wait.....fr....
Would it be able to play 2 animations at once using /playanimation
And since one of the animations only plays in first personand the other only plays in third person because of my query.condition

Or

I want animations to only play when there's certain scoreboards happening
So like i could just input like c.is_first_person && q.is_using_item && q.scoreboard()

uneven slate
restive chasm
#

what particle plays when TNT explodes

modest arch
shy gazelle
#

Is it possible to make the player's hand render while holding a certain item while keeping compatibility with packs like A&S?

trim mortar
#

I don't get it why does color overlay in entity renderer doesn't work in my entity... Even tho i've use creeper's material

#
          "r": 1.0,
          "g": 1.0,
          "b": 1.0,
          "a": 0.5
      }```
mossy sierra
#

any 1 know what query.foo dose?

fickle cape
#

Do we have any documentation for subtitles

smoky torrent
#

query.foo doesn't actually exist

mossy sierra
winged hearth
#

Yo guys I lowkey need help any of u can help me??

#

My status effect hud become invisible like when I log and join world or server it works in that specific server but if I join different server or world it just become invisible even though I don't use any invisible potion hud pack

#

Can anyone help me to fix it??

vast robin
#

For some reason, I can't stack textures in render controller??

#

Does it require something? No right?

#

I only read one texture instead of stacking themmm

lone spire
#

Is it possible to automatically press a button in a menu using a resource pack?

hexed pewter
#

how do you make a particle or entity render trought blocks?

#

or more like, over blocks

uneven slate
fair sphinx
#

[Json][error]-entity/beam.entity.json | Material "beam_light" is referenced in file "entity/beam.entity.json" but not defined.

Wtf this mean? Its literlay used

"beam_light:entity_static": {
      "+states": [ "InvertCulling", "EnableStencilTest", "DisableDepthWrite", "Blending" ],
      "+defines": [ "USE_OVERLAY" ],
      "-defines": [ "FANCY" ],
      "frontFace": {
        "stencilFunc": "NotEqual"
      },
      "backFace": {
        "stencilFunc": "Equal"
      },
      "stencilRef": 2,
      "stencilReadMark": 2
    }
fair sphinx
#

I used this and it worked this game is so random.

"outline:entity_static": {
      "+states": [ "InvertCulling", "EnableStencilTest", "DisableDepthWrite", "Blending" ],
      "+defines": [ "USE_OVERLAY" ],
      "-defines": [ "FANCY" ],
      "depthFunc": "Always",
      "frontFace": {
        "stencilFunc": "NotEqual"
      },
      "backFace": {
        "stencilFunc": "Equal"
      },
      "stencilRef": 2,
      "stencilReadMark": 2
    },

but there is an issue. If I dont look at a specific point the entity doesnt glow

rocky light
#

It's caused by per vertex interpolated fog. You can make the beam less tall, apply less fog but the best way might be to just add more geometry e.g. instead of it being a single cube, split it into 10 or 100 smaller cubes stacked one on top of each other

vast robin
#

is there easing in blockbench?

frank wolf
#

What does this specific type of file do? britishshorthair_baby.texture_set.json

{ "format_version": "1.26.10", "minecraft:texture_set": { "color": "britishshorthair_baby", "metalness_emissive_roughness_subsurface": "britishshorthair_baby_mers" } }

#

Everytime I trying to add it to my pack its just keeps breaking my cat texture

fair sphinx
#

How do I hide an entity for certain people

fair sphinx
#

nvm I figure it out. By setting the part visibility to false and then with setPropertyOverrideForEntity turned it for other player on

hexed pewter
#

how do you get the game to load a custom material?

hexed pewter
#

cant get it to load this


{
  "materials": {
    "version": "1.0.0",
    "my_custom_xray:entity_alphatest": {
      "+defines": [ "ALPHA_TEST" ],
      "+states": [ "Blending" ],
      "depthFunc": "Always" 
    }
  }
}

#

i want to make an entity render over blocks

#

but i just wont recognie it

fair sphinx
scarlet dune
#

Does anyone know why player.entity.json is broken in version 1.21.131? If someone has a working version of this file, please make it available

safe salmon
#

I hope this is the correct thread but is it possible to override vanilla fogs? Like I'm trying to add "weather" fog into the file and nothing shows up in game, so I just want to know if it's possible?

modest arch
#

I'd also like to know why it does work

safe salmon
#

I just add a "weather" entry inside of "distance"

safe salmon
#

Added it to client_biomes.json and still nothing๐Ÿ˜ญ

scarlet dune
#

I managed to "fix" it, but it's not perfect, although it works as I wanted. The problem was some variables and pre-animations.

safe salmon
#

I've been at this for almost a day and still managed to figure out nothing

lost bough
#

where is the part visibilty supposed to be?

misty coral
#

hey, I wanna know if it's possible to do a chess-like pattern in grass, where some grass is darker and some lighter in that pattern

frank escarp
fallen spindle
#

is it possible to make an outline block thicker?

elder viper
#

do i can add two render controls? like this?

{
"format_version": "1.8.0",
"minecraft:attachable": {
"description": {
"identifier": "item:custom",
"materials": {
"default": "entity_emissive_alpha",
"enchanted": "entity_emissive_alpha"
},
"textures": {
"default": "textures/default_prototype/p_omnitrix",
"enchanted": "textures/misc/enchanted_item_glint"
},
"geometry": {
"default": "geometry.ocp_omni_select"
},
"scripts": {
"parent_setup": "variable.helmet_layer_visible = 0.0;"
},
"render_controllers": [
"controller.render.armor",
"controller.render.custom"
]
}
}
}
mellow wedge
#

what makes models lag in player.entity.json

i have 20 different models under 100 KB and it creates lag spike

now when i have 20 models leading to the same model i have no lag spike

a different addon having more models than me has 0 lag spike and it had to do something with the model

elder viper
#

Player.geometry not found?

how do i fix this?

mellow wedge
elder viper
#

is this normal?

midnight grail
#

Is there a way to change the color of Redstone dust in a resource pack?

midnight grail
#

Because I was trying and I can't find the overlay that controls the color

silk plover
#

how can i make the player hold an item/have its arms in a specific way for a specific item, and make a custom swing animation for it

warm tiger
#

why isn't this animation being smoothed correctly?
this*3 + math.asin(0.5*q.property('bao_30k_bigchungus21220:dz')/(26/16))

rocky light
#

Not entirely sure what you mean by smoothed, but this is not accumulated across frames - it resets in the beginning of each frame, and properties aren't smooth in general as they can only update as fast as the server can tick (so 20 times per second at most)

junior dome
#

so i tried making a fully transparent beacon beam texture and it came out like this, any workarounds anyone knows of

lucid mirage
#

Would it be possible to render two different models in an attachable item? I want to render two different models at the same time, where one of them will have a texture that changes according to the variant of the player holding it.

elder viper
#

Is there any archive that explains about render controllers and their components???

elder viper
uneven slate
uneven slate
elder viper
elder viper
uneven slate
#

Would you like a link to it?

elder viper
#

Sure thing

#

i would appreciate

uneven slate
elder viper
#

Thanks man

uneven slate
#

No problem

elder viper
#

uhh one question;Is there an optional way to change the texture of a model using the event entity command?

uneven slate
#

You could use the event command to set a property value on the entity, or variant etc, and then that value will be tested in the entity resource file in a render controller

scarlet dune
elder viper
#

hmm..

dire haven
#
{
    "format_version": "1.20.60",
    "minecraft:attachable": {
        "description": {
            "identifier": "tr:wild_chestplate",
            "render_controllers": [
                "controller.render.armor"
            ],
            "materials": {
                "default": "entity_alphatest",
                "enchanted": "entity_alphatest_glint"
            },
            "textures": {
                "default": "textures/entity/attachable/wild_chestplate",
                "enchanted": "textures/misc/enchanted_item_glint",
                "wild_trim": "textures/models/armor/wild", 
                "diamond_palette": "textures/trims/color_palettes/diamond_darker",
                "iron_palette": "textures/trims/color_palettes/iron_darker"
            },
            "geometry": {
                "default": "geometry.wild_chestplate"
            }
        }
    }
}
dire haven
scarlet dune
elder viper
#

Multiple render controls are allowed in a attachable?

spice skiff
#

is it possible to make gui/gui.png support a bigger texture size like 512x512

sage skiff
#

why the spear looks like this? and i have no hit animation

#

i added the spear stuff

rare current
#

could someone check this

{
"format_version": "1.19.0",
"animation_controllers": {
"controller.animation.mahoraga.new": {
"initial_state": "idle",
"states": {
"idle": {
"animations": ["idle"],
"transitions": [
{ "attack": "variable.attack_time > 0.0" },
{ "walking": "query.ground_speed > 0.1" }
]
},
"walking": {
"animations": ["walk"],
"transitions": [
{ "attack": "variable.attack_time > 0.0" },
{ "idle": "query.ground_speed <= 0.1" }
]
},
"attack": {
"animations": ["attack"],
"on_entry": [
"variable.attack_time = 0.8;" // match animation length
],
"on_update": [
"variable.attack_time = max(variable.attack_time - query.delta_time, 0.0);"
],
"transitions": [
{ "idle": "variable.attack_time <= 0.0" }
]
}
}
}
}
}

silk plover
#

how can i make a weapon 2 handed?

worn smelt
#

is it possible to change the geometry of a piece of armour with a trim?

shell haven
#

.

elder viper
#

how can i use the attachables for custom models?,when i try use my model it gets messed up on the player

sand rose
#

why is this considered incomplete?

[Blocks][warning]-'cnr:geode_tiles' | Invalid or incomplete texture list.

#

it works so kinda odd

heady lion
#

I've been trying so hard to fix this bug, my attack animation clips for a second after it attacks and I have tried so much to make it stop. could anyone help?

            "initial_state": "holdflag",
            "states": {
                "holdflag": {
                    "animations": [
                        "holdflag"
                    ],
                    "transitions": [
                        {
                            "aggressiveholdtransition": "q.is_sheared"
                        }
                    ]
                },
                "aggressiveholdtransition": {
                    "animations": [
                        "aggressiveholdtransition"
                    ],
                    "transitions": [
                        {
                            "aggressivehold": "q.all_animations_finished"
                        }
                    ]
                },
                "aggressivehold": {
                    "animations": [
                        "aggressivehold"
                    ],
                    "blend_transition": 0.2,
                    "transitions": [
                        {
                            "holdflag": "!q.is_sheared"
                        },
                        {
                            "meleeattack": "q.is_delayed_attacking"
                        }
                    ]
                },
                "meleeattack": {
                    "animations": [
                        "meleeattack"
                    ],
                    "on_exit": [
                        "query.is_delayed_attacking"
                    ],
                    "transitions": [
                        {
                            "aggressivehold": "q.is_sheared && q.all_animations_finished"
                        }
                    ]
                }
            }
        }```
charred storm
#

Hello. Does anyone here happen to know which material to use for both transparency support AND dyeable? Working on a skeleton tamed wolf texture.

elder viper
#

is there any way to change a models texture(render controllers) by using items?

elder viper
#

nvm i figured out

dire haven
#

its for an entity

#

do I need an animation controller

uneven slate
dire haven
uneven slate
#

In this tutorial i will show you how to create and add animations to your minecraft bedrock / PE entities usning two different aplications blockbench and brisge v2

Twitter: https://twitter.com/B0NY434445
Xbox Gamertag: B0NY434445
MCPEDL: https://mcpedl.com/user/b0ny434445/

================...

โ–ถ Play video

Learn how to create entity models and animations for Minecraft Bedrock Edition

uneven slate
hardy fulcrum
#

am i not able to modify the thrown trident client entity? firThump

#

i was making a pack where it turns the trident into the 2d item

wind saffron
#

This is probably an extemely frequently asked question but can i edit the death screen?

#

Specifically the red overlay?

hardy fulcrum
#

Nothing happened

lapis tulip
hardy fulcrum
#

That did change it, but in my case, I needed to modify the entity file itself :c

lapis tulip
#

Ah

midnight grail
#

Is there a way to change the colour of redstone dust easily?

hardy fulcrum
#

but no matter what i put

#

the trident is just invisible

#

can entities not use a texture mesh?

#

i'm using one for an attachable so i thought it would just work

#

tried without using a texture mesh

#

still not appearing ๐Ÿ˜”

hardy fulcrum
#

got it working with trial and error

#

though it does seem like they no likey texture mesh

dire haven
#

can someone help me make a working 3d bow? I have the models and textures but they're not working properly for some reason

#

the model is not showing up even though I set up the attachable and geo files

#

I think its using this icon texture? but I don't exactly know whats going on here

#

also how would I go about making it pull the string? do I need to use an animation?

rapid quest
#

Villager biome variants not showing on custom villager pack, why is that

echo quartz
#

Iโ€™m like genuinely struggling to like make it to where this weapon Iโ€™m using in my mod pack appears bigger in third person but stays the same in first person

rapid quest
elder viper
#

Guys how do i fix this

uneven slate
elder viper
heady lion
#

how do I make textures vibrant visuals-compatible

gentle field
elder viper
# uneven slate Any content logs?

[Molang][error]-friendly name 'geometry.default' not found in entity friendly name list (texture.p_diamondhead:texture.p_heatblast:texture.cape:texture.p_icon_heatblast:texture.p_omnitrix:material.cape:material.default:material.animated:texture.default:material.spectator:geometry.) - check your spelling?

#

all the models and textures are all well set

#

idk the reason of that errors

elder viper
#

is it because im using "geometry.humanoid.custom"?

#

man im so confused

uneven slate
#

Can you show the code?
I've seen this kind of error before, but can't remember the cause

elder viper
#

Could it be because the model is missing?

uneven slate
elder viper
#

No, it was working perfectly before the components were added,i think i messed up with sum or I haven't set the model yet

#

that could be possible no?

#

nope,not the models

elder viper
#

same thing

#

Molang][error]-friendly name

#

Molang][error]-friendly name 'geometry.default' not found in entity friendly name list

elder viper
#

solved

#

thanks for the help

elder viper
#

Uhh how do i fix this

elder viper
#

yes it's event entity

uneven slate
# elder viper Uhh how do i fix this

Put heatblast's model's bones in custom bones if you haven't already, then play an animation on the base player geometry to make it too small to see
Or make the render controller of the base player not work on the condition that heatblast does work

crisp flint
#

One message removed from a suspended account.

#

One message removed from a suspended account.

hearty temple
#

how to create a flat item model for a block in block bench?

#

if i set the z to 1 i get an awkward gap between the front and back faces

whole finch
#

Oohhh

shell haven
dire haven
versed cloak
#

i have a font that's in "#FFFFFF", its in a glyph. is it possible that i can let minecraft color codes have effect on it?

#

please ping me if you reply :)

ionic hawk
#

Is it possible to make one bone follow the movements of other bones? For example, I have a bone called left_Arm, and I want it to follow the movements of leftArm, so that when I perform an emote, it follows the movements of left_Arm.

midnight grail
#

Can you add a power level overlay to Redstone dust for technical Minecraft because I can't find a single pack that does it for bedrock edition?

peak garden
#

How do you get opacity to show up on a particle? I am using "particle_alpha" and it still shows it with 100% opacity

rocky light
peak garden
elder viper
#

hey guys,how do i fix this...?

Molang][error]-friendly name 'geometry.default' not found in entity friendly name list (texture.p_diamondhead:texture.p_heatblast:texture.p_heatblast_ex:texture.cape:texture.p_omnitrix:material.cape:material.default:material.animated:texture.default:material.spectator:geometry.) - check your spelling?

Geometry][error]-minecraft:player | minecraft:player | geometry not found?

thorn frost
#

Is there any way to store data inside of entity json?

uneven slate
elder viper
#

K so,the current version im on is Minecraft 1.26 and I'm using custom player models and for some reason this keeps happening

[Geometry][error]-minecraft:player | minecraft:player | geometry not found?

how can i fix this???

thorn frost
#

Has anyone got a template for animation controllers as mine is throwing a weird error even tho it looks fine

whole finch
#

And the error

thorn frost
#

Its been changed around name wise a lot but I don't get why it's "invalid"

thorn frost
#

@whole finch

whole finch
thorn frost
#

Is literally told you there has been a few name changes

whole finch
#

brush_ui_pointer.controller.json
ac.brush_ui.json

thorn frost
#

The error is the same no matter what name I use

whole finch
#

Ah sorry

whole finch
#

Isnt the prefix?

#

controller.animation.brush_ui

thorn frost
#

Tried both ways

silver siren
#

can anyone please tell me what i have done wrong i have rechecked and done almost everything but game is throwing geometry not found error , i am creating a custom helmet which will give the palyer crow ricks look

#

is there no one who can help me?

sand tapirBOT
#
How To Ask Good Questions

Be specific and include relevant details about the question upfront.

  • What are you trying to accomplish?
  • If you have code, which part is not working? Any content logs?
  • What have you already tried?
  • Have you searched the Bedrock Wiki?

https://xyproblem.info/

silver siren
#

i am trying to make a custom armor piece which can cover the whole player body giving a new look , in my case it is ricks suit

#
  1. the geometry part and the attachables
#
  1. checking the wiki , debugging with blockception, bedrock schemas and also with ai , content log :- geometry not found
#
  1. yes , but didn't understand and wasn't help ful for me
#

now may i please get some help

smoky torrent
#

the model should be in the RP/models/entity folder
not sure if additional sub-folders are supported

silver siren
#

hey i remember your the one who accepted my pull request on wiki right

silver siren
ionic hawk
#

Does anyone know why part_visibility isn't working?
Changing the textures works, but the part visibility doesn't. The bone name is correct; I previously tested it by setting it to false and it hid, but this method doesn't work.

"controller.render.tiki_villager": {
    "arrays": {
        "textures": {
            "Array.professions": []
        }
    },
    "geometry": "Geometry.default",
    "textures": [
        "Texture.default",
        "Array.professions[query.property('papu:profesion')]"
    ],
    "materials": [
        {
            "*": "(query.is_baby || query.property('papu:profesion') == 0) ? Material.default : Material.masked"
        }
    ],
    "part_visibility": [
        {
            "tiki_hat_4": "query.property('papu:profesion')==4"
        }
    ]
}
#

I tried this in another render
query.property('papu:n')>0
And it worked
I don't understand why not in this one

lost bough
#

why is this guy rendering his item here? He is supposed to render it in his hand when he is attacking but instead it stays where it is in this image and he does the salute.

silver siren
#

Pivot point mistake might be

lost bough
ancient gulch
#

how to get Subsurface Scattering on leaves? I used some generator app to do it and I think it generated me a metallic map instead

gentle field
charred storm
#

Anybody here know anything about the vanilla attachables? Or at least how the villager's "held_item" bone is responsible for displaying equipped items? I am working on a custom, equippable nitwit, and unfortunately, the "held_item" bone always wants to display an item equipped in the main hand, such as a sword. it also behaves wildly--it displays in his "arms" hands just like a villager holds an item for sale, but when i log out and back in, the equipped sword is floating high above his head. I've been wracking my brain over this for a couple weeks now. Can't seem to hide the "held_item" bone either. I've tried part visibility, scaling it down, removing it entirely. nothing works. main hand equipped items just refuse to go away.

i need to get rid of it because during this process i've perfected an attachable approach to displaying an equipped sword. if i can just find a way to hide this held item thing, i can move on with my life!

charred storm
#

Here's what I'm talking about. The nitwit on the bottom is a fresh nitwit equipped with a sword. The sword in his hand is the result of a painstaking process of designing and lining up an attachable for him because I could not reliably control that little weird one that's near his chest. That one (I believe) is the villager's "held_item" (I'm uncertain, but it seems that way, as it's in the same spot as the bone and that's where villagers hold their items for sale).

The villager up high is also equipped with a sword, but you can see he's not aggro, so the attachable version is not showing. But because he's older, from before a recent close and reopen of the game, his weird little sword is hovering high above his head.

I gotta get rid of this thing. This screenshot was taken while testing a new approach: I tried to animate it to scale down to nothing. This did not work. Starting to think I am mistaken about what controls this object's visibility.

Any creative ideas?

charred storm
#

Should I rely on this server for help? Or is it mostly bricked/casual?

fathom wasp
#

yo how do i increase entity render distance

silver totem
#

Anyone can help me? I want to make rank with 2048 resolution but Rank still looks big Is the maximum limit 1024?

restive chasm
#

Am I able to play the riptide trident animation via playanimation?

fathom wasp
#

is john zenin real?

dire haven
#

would flipbook animated textures work with attachable textures

#

like this for example

trail elk
wind saffron
#

How do i change a texture based on a state?

elder viper
#

How can i set a custom model to a custom block

echo fiber
hallow oak
#

Is there a pack that removes npc text dialogue

whole finch
#

So the spear animation does not work now

native cave
#

how do i play an animation once when the attachable item is being held?

cinder mural
#

Hey, is it possible to overwrite those vanilla client item jsons? I want to replace their icon and use animation but just copy-pasting vanilla files to my pack and editing them doesn't seem to work

#

Still an apple, not a carrot

frozen tiger
#

Why do resource packs in the latest version break some of the new mob models? My resource pack resets the baby horse and rabbits to their old appearances. Even though I never changed them and don't have any files related to them in the pack.

#

I guess this is another bug

smoky torrent
lost bough
#

But so does my other mob iirc

livid oasis
#

Does anyone know what this "query.property does not have an actor" error means?

smoky torrent
#

You should also check that the client entity is not in a ui

#

Or something equivalent if the pause screen has a special variable

narrow maple
#

Does anyone know how much particles impact performance? Is it just the number of them or will particles with large textures also cause issues?

livid oasis
severe coral
#

Hello there

short pier
#

is there any way to get the position of a particle?

wind saffron
#

What's the file path for gravel? None of my packs are working

north tulip
#

Hello good morning

narrow maple
#

what is the best way to safely edit the player.entity.json file? I want to add some molang variable and animations without breaking the vanilla stuff

north tulip
ionic hawk
#

Does anyone know what kind of material I can use to make the texture look like a larger layer than the skin?

xb I'm making a template with the player.entity.json file. The problem is that the texture I made only shows up in empty spaces on our skin.

And I suppose to make the texture look good and not just in empty spaces I should change the material, but I don't know why.

whole finch
ionic hawk
elder viper
#

how can i change or set the riding model of a custom model?

split drift
#

How to insert a glyph_E1 in file.lang ?

proven crane
# split drift How to insert a glyph_E1 in file.lang ?

If you mean inserting a glyph into a string for a .lang file, just go to https://wiki.bedrock.dev/text/custom-emojis#using-the-emojis-in-game and you can convert the glyph into a useable character that you can copy and paste.

Simply put the file name first E1 and then the location of where your glyph is in the image such as 00 into the Hex value input: E100 and then click Convert. This will give you a character to copy in the Result box.

If you're not sure where your glyph is located in the image, check the Grid Template here: https://wiki.bedrock.dev/text/custom-emojis#glyph-grid-template

random summit
#

Heyo, i have a small question, i was told quite a while ago block models weren't supported by bedrock resource packs, is this still the case? i was looking around but found nothing concrete if anyone has any confirmation, this isn't my area of expertise

clear jolt
#

hello, is it possible to play 2 animations, one visible in fp and one in tp without having to query for view perspective on every keyframe?

uneven slate
#

Why not just condition the animation to play only when in 3rd person or first person

clear jolt
#

cuz if you switch perspective mid animation its not gonna be synced

#

need them both playing at the same time

whole finch
random summit
ionic hawk
#

Does anyone know if there's a material where the texture is a layer larger than the skin? Because I made a tender controller that uses the same geometry but a different texture, and That texture is only visible in empty spaces of the skin

elder viper
#

Hello guys,i wanted to know if there's a default player elytra player gliding animation

peak garden
#

Does anyone know if the player render controller has a hidden property for the players "head"? I can set "head", "hat" and "helmet" visibility to false, and this still appears.

dusty dragon
#

Is there a way to attach a particle to 2 entities?

#

Kinda like the leash or the guardian attack

uneven slate
elder viper
#

hey guys,what if i have two player.entity from recourses/behaviour with different components that doesn't affect the others jsons with different components,will the game work perfectly???

dusty dragon
#

The same for the resource packs

jovial goblet
peak garden
jovial goblet
jovial goblet
#

they reference textures/geometries that may or may not be defined, so they can only work if dynamically added to the player when required

peak garden
#

I guess that makes sense

clear jolt
#

anyone fiddled around with blend_weight before? i have 2 animations playing simultaneously with opposite conditions:

"blend_weight": "v.is_first_person"
"blend_weight": "!v.is_first_person"

switching between perspective should keep it synced but the problem is that it doesnt. sometimes the other one starts after switching perspective while the other was already halfway into the timeline.

jovial goblet
#

when in first person, the animations for third person won't update and vice versa

clear jolt
#

oh

#

it kinda works now somehow

#

all i did was add the 0.001

"blend_weight": "v.is_first_person + 0.001"
elder viper
#

{ "format_version": "1.8.0", "minecraft:client_entity": { "description": { "identifier": "pw:magma_fly", "materials": { "default": "glow" }, "textures": { "default": "textures/default/pyro_magma" }, "render_controllers": ["controller.render.default"], "geometry": { "default": "geometry.magma_fly" }, "animations": { "look_at_target_default": "animation.humanoid.look_at_target.default", "look_at_target_swimming": "animation.humanoid.look_at_target.swimming", "look_at_target_gliding": "animation.humanoid.look_at_target.gliding", "riding.root": "animation.player.root", "attack": "animation.heat_blast.riding", "holding": "animation.humanoid.holding", "use_item_progress": "animation.humanoid.use_item_progress" }, "animation_controllers": [ { "attack": "controller.animation.humanoid.attack_positions" }, { "look_at_target": "controller.animation.humanoid.look_at_target" }, { "holding": "controller.animation.humanoid.holding" }, { "use_item_progress": "controller.animation.humanoid.use_item_progress" } ], "spawn_egg": { "texture": "none", "texture_index": 0 } } } }

can someone help here?,i can't change the player riding animation

unborn dust
#

whats the texture directory of nametag item?

woeful thistle
cloud viper
#

does using smooth keyframes affect the animation of an entity cause i tried using smooth animation_controller in blockbech it look okay but when i imported it to minecrat it keeps glitching out also some bones are not being set correctly why?

cloud viper
cloud viper
#

can i ask any tips when working with animations with smooth keyframes?

like maybe there are some unspoken rules about this, i can see anything regarding this issue in the documentation in microsoft so yeah

sudden current
cloud viper
sudden current
hearty field
#

is there any easy way to unpack brarchive files

elder viper
#

Do i can use this in a render?

```json

"controller.render.fp_hold": {
"geometry": "geometry.default_arms_hold_fp", "geometry.default_arms_hold_fp2",```

#

or this

"controller.render.fp_hold": {
  "geometry": "geometry.default_arms_hold_fp"
},
"controller.render.fp_hold2": {
  "geometry":
geometry.default_arms_hold_fp2"```
uneven slate
north olive
#

whats the slider texture called

#

scroll bar

#

thing

elder viper
#

Hey guys why the geometry of the projectiles aren't showing up anymore? did 1.26 removed that feature?

grave cobalt
#

does anyone know how to make particle emit on a certain block passively, I've looked at other packs and it has something to do with having it expire on every other blocks except on the block I want it to be emitting from but i still don't rlly know how

edgy sphinx
#

can you not modify vanilla minecraft fog at all? Im attempting to make stuff like the basalt deltas easier to see in, but im returned the error of the identifier minecraft cannot be used

smoky torrent
edgy sphinx
#

ahh i see, nice thankyou!

elder viper
#

uh huh

Molang][error]-/storage/emulated/0/Android/data/com.mojang.minecraftpe/files/games/com.mojang/minecraftWorlds/f49+ug==/resource_packs/testy/animation_controllers/tp_animation_controller_mutant.json | animation_controllers | controller.animation.player.mutant | states | shoot | transitions | default | variable.is_using_item && query.get_equipped_item_name('main_hand') == 'squill' && variable.tester' | unrecognized token: '

balmy needle
#

So um, Is there a way to change armor model if it has a trim, not necessarily specific trim/material, but that armor with trim and "clean" armor have different models, its probably something with v.has_trim, but idk. Or is it possible to make it so that the texture of trims does not overlap armor, but replaces it

clear jolt
#

is it possible to detect slot change with queries?

trail elk
#

isn't there a selected slot property

#

Use variables if I had to guess

wind solar
#

Hi, I want to port my Bedrock texture packs to Java. ยฟIs there a tool that can do this?

untold nebula
#

I'm making a spritesheet for different tool parts for an add-on, would it be better to split up the textures into different spritesheets like axes, pickaxes, etc?

hearty temple
#

how can i change the name of this block?

#

They keep their vanilla names, that lang file is in the same resource pack as the json ui file.

clear jolt
#

is it possible to have a locator with the same name on multiple models?

#

the models arent loaded at the same time but i still get the "already has a locator with the same name" error and it breaks

clear jolt
#

is it possible to make particles expire if a player dependent variable changes in real time?

#

its spawned through animations so its has access to player's variables but afaik only initializing the particle with player variable works but doesnt change after that

native cave
#

whats the texture filename they used to have dispenser a texture? i tried using dispenser_side but its not working at all

woeful thistle
native cave
#

oh well

#

thats probably the reason im not seeing any directional dispenser packs lol

native cave
#

i got it, ill just edit terrain texture atp

clear jolt
#

is it possible to make a particle despawn when reaching a certain speed?

sinful shuttle
#

When I use my lowpoly character in the addon, the model looks cute. How can I make it look like it does in Blockbench?

wind saffron
#

How do i replace all the music with a .ogg?

#

I want to make Kyoto & flake from the xbox edition the only song

dense elk
#

"p90_shot": {
"category": "neutral",
"max_distance": 150.0,
"sounds": ["sounds/p90_shot"]
},
Why cant i hear this from far away like it is in max_distance?

uneven pebble
#

Guys, I have a bunch of sprites I have made to turn into a resource pack for mostly just myself and my content but Im having trouble coding it in. Can someone who has better ability to make a RP help me out?

marsh lake
#

Was anybody ever able to fully replicate the vanilla math for spears?

When editing the vanilla player / simply overriding it I am never able to fully fix the spear to work like vanilla I found these:

        "initialize": [
          "variable.is_holding_right = 0.0;",
          "variable.is_blinking = 0.0;",
          "variable.last_blink_time = 0.0;",
          "variable.hand_bob = 0.0;",
          "variable.melee_spear_equipped = 0.0;",
          "variable.first_person_item_rotation_factor = 0.625;"
        ],

But attacking and especially first person are still not near to replication

jovial goblet
marsh lake
jovial goblet
marsh lake
#

nvm

#

I had to restart whole game

ionic hawk
#

Does anyone know why, even though I change the default geometry of the player entity, it only works with the Steve skin that Minecraft gives you?
and not with custom skins or other personalized skins

scarlet grail
#

Is it possible to hide the item in your hand when using the wearable component?

whole finch
#

And molang lets you test for item tags on the main hand slot

scarlet grail
whole finch
scarlet grail
#

No

thorn frost
#

With subpacks is it possible to name the root folder?
I want to avoid an option that means just nothing is enabled
< My funny pack >
[ Textures ]
[ Utility ]
[ All ]
[ Server Safe Mode ]

north tulip
#

Hello guys , how can i optimize my add-on RP client side, can someone list all of the valide optz

midnight furnace
#

hello, where is the texture for the loading screen ? i cant find it anywhere

tepid glacier
#

anyone having issues with new sounds and such in general not wanting to load even though the paths and such are accurate?

marsh halo
#

Can i ask if this is the right the channel to ask/help for animation and animation controllers?

#

Im spreading my word so if anybody can help me out it will make me a huge relief to my problems, I've been hopping off one another of servers currently to ask it

sand tapirBOT
marsh halo
# gentle field Just say your problem.

Thank you for replying, i have a problems from the animation controller and how to connect them to the entity file, I've been coding in these past weeks of trying and even using wiki but still no luck

#

Here's my bridge

#

I don't know how to solve these and also im a beginner as well so any help will make me learn something

gentle field
marsh halo
#

I've tried to do the animation controller and the animation there, i just want my mob to move around and such, not standing still like a statue

#

Im trying to achieved to make my first mob to move and walk around

#

I've been coding so much this past weeks to try over over and even following the wiki page about it but still got me that orange warning and now im stumped, don't know where I've gone wrong

marsh halo
#

Can anyone help me with this?

#

no?, i think I'll go and hop off to other servers to seek help for my problems then, gonna try to do it to get me going through this before it drive me nuts

uneven slate
# marsh halo

The animation controller is supposed to be defined under the animations section
And you're using a behaviour pack animation controller

marsh halo
#

Its from my resource pack and not in my behavior pack, i don't have a animation controller in my behavior pack when i created in bridge

#

This is my bridge file and folder, the animation controller too, only my resource pack having tons of folders

tepid glacier
#

The game doesnt automatically know what to do

#

Without that and the scripts part it won't do any of what u want

marsh halo
#

I already did that a few times, connecting and type out the code but nothing happened anything at all

#

And i don't even know on how to get a blue version of this file

#

I already tried moving the file to the rp/animation_controller on manual but didn't do anything at all to change into blue movie clipper thing

#

At this point, i am wishing there's a clear tutorial or even clear explanation on how to get a resource animation controller file fo it but there's not none on YouTube or in wiki to explain that so i cam get over this quickly and not stuck for weeks

#

For beginners like me ofc

uneven slate
marsh halo
#

I don't know how simple it was alright?, i don't know my way on Bridge since its my first time experience around april so i am not used to it and i confused as well, i kept getting fumble around it as well on the buttons, makes mistakes too

#

Now im wishing if somebody will show me the way to get animation controller for resource pack correctly, not being told "it was actually that easy", i am eager to learn to someone to get new knowledge around this parts so just pls๐Ÿ™, if somebody knew how to do it for newbies like me, show me the proper way so i can learn a thing or two, i hope no one be rude to me

uneven slate
marsh halo
#

Pls do๐Ÿ™, i need any help i can so i can understand better more and i want to get over this quickly as i could since i can't progress anymore when im stuck like this, i also have stock up notes and sketches of planning of my road maps in my 2 notebooks with me

uneven slate
# marsh halo Pls do๐Ÿ™, i need any help i can so i can understand better more and i want to ge...

As for a straight forward tutorial on how to make a resource animation controller
Follow the images below and ask any questions afterwards
Also to note:

  • To do the second image, set your mobile device to landscape to access the search bar
  • And for the last 2 images, you can name it either in the format of "name.animation_controller", or "name.ac", though I would reccomend the second one, since it's shorter amd easier to write
marsh halo
clear jolt
#

are there tools to subtract one animation from another or combine them?

narrow maple
#

Does anyone know where I can find the folder location of cached resource packs from servers and other realms?

tepid glacier
#

why u need that location

#

only reason to want that location is to take the packs

#

and use them

#

which more times than not is for theft

ionic hawk
#

Does anyone know how I can change the sky texture in The End?

north tulip
#

guys why my add-on dosen t lemme add emisive textures i tried using entity.png , entity.textures_set.json and entity_mers.png , and i want to make a part of the entity glow + the virbran visuals don t work , why is that ?

tired violet
clear jolt
#

is it possible to have a particle expiration expression contain a variable from the player that spawned it through animation effects?

frozen tiger
#

Can I change the look of these items to flat sprite?

#

or is it straight up impossible?

broken wind
#

Why my arms aren't looking at camera?

ionic hawk
#

Or try changing the hand folder, for example rightArm โ†’ RightA

hardy harbor
#

Is it possible to dynamically change the skybox via the server?

terse mauve
#

How do I create an SFX resource pack for Minecraft Bedrock?

broken wind
uneven pebble
stark willow
#

Hi

#

I'm new here and I need help

trail elk
lone spire
#

Is it possible to create a texture pack that shows the angle the player is looking from?

slow plinth
#

does anyone know how to change these text color in global variables?

silk plover
#

i've seen addons add pages to the settings menu for guides, how is that done?

native cave
#

is it possible to grab a player's skin and put it in a custom entity model?

long ice
#

is it possible to change the skybox or sky colour with a command

#

i cannot use /time

#

for example, can this be done using some client-side molang

thorn frost
#

Is the player fire overlay dependent on the texture for fire and if so can I redirect the fire texture to a different file name using blocks.json to separate overlay and block?

grizzled sky
#

Hello everyone, I have a question, does creating your own hud require digging in JSON files or is there a simpler way such as a website where you can customise the arrangement of everything?

hardy fulcrum
#

Is there a material to make things render through fog?

#

And if not, how could I make one?

#

If its possible

elder viper
#

hey guys,how do i fix this? i am on 1.26.30.28 and in my addon makes it happens(sorry for my bad English)

elder viper
#

Yep,i am cooked

long ice
#

if i want to specify the direction of a particle, what face_camera_mode can i use

#

everything i try gives me The 'direction' sub section is not using a valid mode!

#
"direction": {
    "mode": "custom_direction",
    "custom_direction": [1, 0, 0]
},```
#

is the "custom_direction" mode not valid

#

wow the correct mode is now called "custom"

long ice
#

why does this particle work in the snowstorm preview but not the actual game json { "format_version": "1.26.0", "particle_effect": { "description": { "identifier": "3d:axis.x1", "basic_render_parameters": { "material": "particles_alpha", "texture": "textures/particle/axis" } }, "components": { "minecraft:emitter_rate_instant": { "num_particles": 1 }, "minecraft:emitter_lifetime_once": {}, "minecraft:emitter_shape_point": {}, "minecraft:particle_initial_speed": 0.0, "minecraft:particle_lifetime_expression": { "max_lifetime": "1000" }, "minecraft:particle_appearance_billboard": { "size": [ 0.125, 0.125 ], "facing_camera_mode": "direction_z", "direction": { "mode": "custom_direction", "custom_direction": [ 1, 0, 0 ] }, "uv": { "texture_width": 16, "texture_height": 16, "uv": [ 0, 0 ], "uv_size": [ 16, 16 ] } } } } }

#

neither custom nor custom_direction work anymore with any format version

agile needle
#

@rocky light Hi veka, just wanted to know if you know any kind of config to hide the lines in the model, I don't know how to really explain my self bc my english is not that good, but just wanted to know if this is possible, or even, a shader/material that makes the fade effect without using new models like this one

#

I only have this

{
    "materials": {
        "version": "1.0.0",
        "eden_ring_portal:entity": {
            "+defines": ["USE_UV_ANIM"],
            "+states": [ "Blending", "DisableDepthWrite" ]
        }
    }
}
slow plinth
#

does anyone know how to change the title and description background color? does anyone know the .png name?

long ice
#

how does scoping of molang variables work when chaining multiple particle effect events and using initialisation expressions

#

suppose i had a particle test:a that uses events to spawn instances of test:b

#

in test:a i can set the value of the instance of test:b's variable.foo to 3 by using the expression variable.foo=3; in the initialisation expression

#

now, is it possible to retrieve the value of variable.bar of the instance of test:a inside the initialisation expression

long ice
#

bruh why does q.distance_to_camera work in particles but not q.rotation_to_camera(...)

elder viper
#

my friend already fixed it for me

#

the problem as the textures in the folders

heady rapids
#

hi there!
do someone know if it is possible to use a lang key inside a translated text for items?
I tried with a custom lang key I created and it worked, but for items it dont, it just shows the lang key, for instance, this works: ui.my_custom_.lang_key=My Custom Lang Key ui.another.lang_key=Text text %ui.my_custom_.lang_key
but this dont: ui.my_custom_.lang_key=My Custom Lang Key ui.another.lang_key=Text text %item.minecraft:leather
nvm... for vanilla items it works without the namespace plus ending with .name
but for custom items I cannot make it work at all

north tulip
#

Is it possible by any chance to use q.property inside render controller arrays ?

uneven slate
north tulip
#

Cause i am trying to layer textures on each other but only one shows why is that ?

elder viper
#

Is there a way to make item's textures layers?

north tulip
modern tree
#

What makes the player hand to appear in animations for crossbows

elder viper