#"Warden like" emerge animation for my custom entity

1 messages ยท Page 1 of 1 (latest)

proven hare
#

I've been trying to create a custom animation for my entity, basically a zombie crawling out of the ground. After long research and experimenting, I couldn't get it to work and took inspiration from another Creator , who tried to do the same. Yet I couldn't even get it to work with that as inspiration, and I have no idea whats the problem. In my current try I've used the minecraft:behavior.emerge component for behavior, and the animation stuff in animations and animation controllers

#

I have no idea where to start or what could be wrong, so tell me what additional information or file you need

proven hare
#

Yes

half cloak
proven hare
#

the animation itself is buggy , as it was used for a different model and I have to make my own working, but I think the issue has to be in the animation controllers, but not sure

proven hare
half cloak
proven hare
#

all the resources/ files necessary for the entity I meant ?

proven hare
#

I'd prefer doing so in dms but if that's not okay I can send it here ๐Ÿ™‚

proven hare
#

Oh and that is a bit older version , I deleted my newest attempts, but I think in that version somethings missing like initial states im not sure

half cloak
proven hare
#

thanks, im gonna try that and tell if it worked afterwards : )

#

but the minecraft:behavior.emerge should be added immediately when spawned right ?

half cloak
#

and when you add the component group after 4 seconds everything starts working.

proven hare
#

ouch I have so many components groups

half cloak
proven hare
#

why wouldn't It work with the emerge behavior? isn't it necessary so it comes out the ground ?

half cloak
#

Your goal is to keep it still while playing the dig up animation.

proven hare
#

Yes, but with the example I took inspiration from it worked without that

half cloak
proven hare
#

ohh hold on

half cloak
#

I mean the coming out of ground can simply be a part of the animation.

proven hare
half cloak
#

Yeah

proven hare
#

because when it's done after the set time it can trigger an event

half cloak
#

You might also want to add the condition q.is_sheared to play all the animation controllers in the client entity file because you don't want other animations to play during the dig up animation.

proven hare
#

so should the is_sheared component group be added after 4 seconds or at spawn, when i try using behavior_emerge ?

proven hare
#

alr im gonna try that first

#

none of this requires experimental gameplay options right ?

half cloak
#

Right!

proven hare
#

alright im gonna load up a test world to check

#

what was the issue you found btw ?

half cloak
proven hare
#

It doesn't work ๐Ÿ˜•

half cloak
#

What's the issue ?

#

It looked crazy ?

proven hare
#

it now stands still for 4 seconds , but doesn't play the animation

#

nono

#

that would be good

#

xD

half cloak
#

Try what I said and show me the code before testing.

proven hare
#

alright. Well no , honestly I have no idea how to do that without doing research and watching some tutorials for an hour ๐Ÿ˜ญ

#
  • my brain isn't working anymore
half cloak
#

Ok wait!

proven hare
# half cloak

Yooo thanks man! now the animation plays, but when it's done, the entity stays in a weird position and doesn't play the animations properly

#

I'm gonna try fixing that myself tomorrow, I'm going to sleep first so cya and thanks

#

if I don't have any success I'll be back anyways xD

proven hare
#

Sure

#

I can make a short clip if you need it

proven hare
#

lmao ๐Ÿ˜ญ

#

at this point I should just give up

#

when I rejoin the world they seem to act more closely to normal

#

but they still stay put in the position they were left , maybe only the general animation controller is needed to be added after the animation ? hmm

proven hare
#

looks like forcing 2 lego pieces into each other ๐Ÿ˜ญ๐Ÿ˜ญ

#

but it isn't crawling out of the ground either hmm

half cloak
proven hare
# half cloak

now the zombies still stay in a weird position, but when reloading the world they look perfectly fine and act as supposed too

proven hare
#

I appreciate your effort but it doesn't turn out to work they way I wanted

#

oh actually it kind of works now but there's a major issue

#

so the animation plays immediately, but it's so broken, the entity doesn't come out the ground but moves crazy in the air, and when the animation is done, it goes without transition into its idle animation

#

and I don't know how to make the animation good/ working that it comes out the ground

proven hare
#

I'm gonna make a new animation in blockbench ig

proven hare
#

@half cloak I've made a new animation which should work. do I have to end the animation in a visual state that's the same of the idle one ? because that's really hard to do

proven hare
#

I'm gonna try adding the animation and changing some code then I'll report

proven hare
half cloak
#

Hmm okay, I'll fix it. The issue is that you're using a separate ac for the emerge animation.

proven hare
half cloak
#

I don't need anything, don't worry!

proven hare
#

thanks ๐Ÿ™‚

half cloak
#

Yeah, it's good.

proven hare
#

double thanks xD

#

and now I additionally learned how to create animations using blockbench it isn't that hard after trying for some time

proven hare
half cloak
proven hare
#

๐Ÿ‘

proven hare
#

sigh

#

now it doesn't play at all

#

nvm

#

at day when they receive damage it doesn't play but that doesn't matter

proven hare
half cloak
#

but anyways, they ain't spawning during daytime naturally.

proven hare
half cloak
#

Great!!

proven hare
#

Now I got another idea, that is creating an animation happening when my entity is confronted with light. is there any query like is_sheared that could make this possible?

#

so when my entity gets into a higher light level once , it gets a slowness effect applied for 10 seconds. any way I could make them trigger a special animation ?

#

maybe by adding a component that can get tracked by queries?

proven hare
proven hare
half cloak
#

There is a on fire filter.

#

and query.

proven hare
#

hmm I think im gonna go for it, and if I encounter any probelms could I ask you ?

half cloak
#

I'm not sure about the exact name of the other filter.

proven hare
#

my brain isnt braining rn, whats the difference between a quiry and filter again ?

half cloak
#

Queries are something you can use almost anywhere.

proven hare
half cloak
#

just like q.is_sheared.

proven hare
#

yess I wanted to try exactly that, im just not sure where to add it again

#

in the ac i have to create a new animation right

half cloak
#

Oh! for the animation ?

proven hare
#

or does it go into the bloodwalker.general ac , just like you showed me for the emerge animation ?

half cloak
#

I think it should replace the idle animation ? shouldn't it ?

proven hare
#

nono

half cloak
#

My brain's not working man.

proven hare
#

it should only be played once and transition into the normal walking/ idle animation once its done

proven hare
half cloak
#

Spawn Animation -> If Light Level Above 8, play hands on eyes animation -> then normal animations ?

proven hare
#

yes , but it would be way easier using minecraft:is_stunned or is_charged ( as a trigger to play the animation)

#

get what I mean ?

half cloak
#

Yeah, that's what I told you.

proven hare
#

indeed

proven hare
#

ill try to create something , and if i need anythinhg ill be back:)

half cloak
#

Just tell me the short name of the animation you defined in entity RP.

proven hare
#

Maybe im not gonna be active for a few days btw because I have a lot going on irl so i might not respond

proven hare
half cloak
#

Oh okay!

proven hare
#

or did you mean the other name like morrisz.emerge or animation.bloodwalker.emerge

half cloak
#

I guess I'm going to let you do it yourself first. Here are the instructions:-
Transition to stunned state from the default state in the general ac if q.all_animations_finished && q.is_sheared && q.is_stunned. Then transition to idle state from stunned using q.all_animations_finished.

proven hare
#

alright ill do it when im not busy anymore , thanks ๐Ÿ™‚

proven hare
#

yea i might need another 1 -2 days

proven hare
#

@half cloak I think i did everything and it doesnt work ๐Ÿ˜ฆ

#

Dayum creating that stunned animation took me 4 hours I hope we can get it fixed and working

proven hare
#

So the problem is:

  • stunned animation doesn't play at all

yea I definitely need help with that i tried eveythinh

proven hare
#

and it should work as it works in blockbench

proven hare
#

Update: I tried several times, and now I got it to work finally, under some circumstances. Only problem now is that the animation lasts longer then it was intended to, but that's fixable I think.