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
#"Warden like" emerge animation for my custom entity
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I have no idea where to start or what could be wrong, so tell me what additional information or file you need
Do you have the animation ?
Yes
You didn't made any progress yet right ?
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
with what? trying stuff for a few hours ? Yes. having success? no xD
Are you comfortable sending the pack here ? You can remove everything except the stuff related to this entity.
all the resources/ files necessary for the entity I meant ?
I'd prefer doing so in dms but if that's not okay I can send it here ๐
I mean send it in dms.
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
Please just add the component group containing minecraft:is_sheared component to your entity after 4 seconds using minecraft:timer or bp animations and you're good to go.
thanks, im gonna try that and tell if it worked afterwards : )
but the minecraft:behavior.emerge should be added immediately when spawned right ?
You don't need it. Please just have all your components inside the component group containing minecraft:is_sheared so your mob has no AI when it spawns.
and when you add the component group after 4 seconds everything starts working.
ouch I have so many components groups
Then, just keep teleporting the entity.
why wouldn't It work with the emerge behavior? isn't it necessary so it comes out the ground ?
Your goal is to keep it still while playing the dig up animation.
Yes, but with the example I took inspiration from it worked without that
You should do that in the animation itself.
ohh hold on
I mean the coming out of ground can simply be a part of the animation.
the emerge behavior acts like a timer itself aswell i just noticed
Yeah
because when it's done after the set time it can trigger an event
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.
so should the is_sheared component group be added after 4 seconds or at spawn, when i try using behavior_emerge ?
after 4 second.
alr im gonna try that first
none of this requires experimental gameplay options right ?
Right!
Your dig ac didn't made any sense so just fixed it.
It doesn't work ๐
might this be the problem?
it now stands still for 4 seconds , but doesn't play the animation
nono
that would be good
xD
Maybe, the idle animation is overlapping it.
Try what I said and show me the code before testing.
alright. Well no , honestly I have no idea how to do that without doing research and watching some tutorials for an hour ๐ญ
- my brain isn't working anymore
Ok wait!
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
Oh wait!
lmao ๐ญ
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
why is this so funny lmao
looks like forcing 2 lego pieces into each other ๐ญ๐ญ
but it isn't crawling out of the ground either hmm
now the zombies still stay in a weird position, but when reloading the world they look perfectly fine and act as supposed too
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
I'm gonna make a new animation in blockbench ig
@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
I'm gonna try adding the animation and changing some code then I'll report
Yoo all that work and hours I spend trying to create an animation paid off! now the only issue is the transition, as you can see it doesn't go clean ๐
Hmm okay, I'll fix it. The issue is that you're using a separate ac for the emerge animation.
do you need my animation for that or will u just change something inside the ac?
do you like the animation? xD
I don't need anything, don't worry!
thanks ๐
Yeah, it's good.
double thanks xD
and now I additionally learned how to create animations using blockbench it isn't that hard after trying for some time
I wouldn't even have created my own animation and continue trying without your help btw thanks for looking into it
Please just modify the value of blend_transition at line 52 in the animation controller until it's perfect ๐
๐
sigh
now it doesn't play at all
nvm
at day when they receive damage it doesn't play but that doesn't matter
It works! thanks alot u helped me alot with this
It has to do something with how you're adding the q.is_sheared component.
but anyways, they ain't spawning during daytime naturally.
indeed, I now figured it out aswell.
Great!!
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?
I set it to 0.3 and it works almost perfect ๐
my entity starts shaking when in light, so I could try using query.is_shaking right ?
Does it burns ?
There is a on fire filter.
and query.
no, these zombies only have a 1 in 10 chance of not being resistant to sunlight
hmm I think im gonna go for it, and if I encounter any probelms could I ask you ?
You can use is_underground filter with the time or day filter.
I'm not sure about the exact name of the other filter.
my brain isnt braining rn, whats the difference between a quiry and filter again ?
filter is something that you use within the BP entity file.
Queries are something you can use almost anywhere.
nono, I meant it differently. im tracking the light level with the enviromental sensor in the behavior bp, and if its above 8 , it adds a component group that gives the entity slowness and makes it shake, but my idea was to add a fitting animation where they hold their hands before their eyes
Oh, add a dummy component inside that component group for example minecraft:is_stunned and use q.is_stunned in the RP.
just like q.is_sheared.
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
inside the component group you're adding.
Oh! for the animation ?
or does it go into the bloodwalker.general ac , just like you showed me for the emerge animation ?
I think it should replace the idle animation ? shouldn't it ?
nono
My brain's not working man.
it should only be played once and transition into the normal walking/ idle animation once its done
same, actually, let me try to code everything myself and if it doesnt work afterwards you could maybe show me what i might will have done wrong xD
Spawn Animation -> If Light Level Above 8, play hands on eyes animation -> then normal animations ?
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 ?
Yeah, that's what I told you.
indeed
.
ill try to create something , and if i need anythinhg ill be back:)
Just tell me the short name of the animation you defined in entity RP.
Maybe im not gonna be active for a few days btw because I have a lot going on irl so i might not respond
I didnt create it yet, but I'm gonna name it something like animation.bloodwalker.stunned
Oh okay!
or did you mean the other name like morrisz.emerge or animation.bloodwalker.emerge
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.
alright ill do it when im not busy anymore , thanks ๐
yea i might need another 1 -2 days
@half cloak I think i did everything and it doesnt work ๐ฆ
Dayum creating that stunned animation took me 4 hours I hope we can get it fixed and working
So the problem is:
- stunned animation doesn't play at all
yea I definitely need help with that i tried eveythinh
i checked twice either i still oversaw something, or my animation is bugged
and it should work as it works in blockbench
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.