#fixing First-person swords position, Any ideas ?

1 messages · Page 1 of 1 (latest)

junior stump
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{
  "format_version": "1.10.0",
  "minecraft:attachable": {
    "description": {
      "identifier": "cb:vampiric_greatsword",
      "materials": {
        "default": "entity_alphatest",
        "enchanted": "entity_alphatest_glint"
      },
      "textures": {
        "default": "textures/entity/pamobile/3d/cb_vampiric_greatsword",
        "enchanted": "textures/misc/enchanted_item_glint"
      },
      "geometry": {
        "default": "geometry.cb_vampiric_greatsword"
      },
      "render_controllers": [
        "controller.render.item_default"
      ],
      "animations": {}
    }
  }
}
sharp vale
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You need to make perspective animation first and third person, then you should to define them as perspective

junior stump
plain moth
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It could be that the model is not bound to anything, like attached to skeleton or bind to slot, in its geometry

sharp vale
junior stump
junior stump
plain moth
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So just the 1st person view issue?

sharp vale
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So, it's still animation issue

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U need to define also 1 person perspective

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In script of attachables json

sharp vale
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And as you told, third person is well as you. That mean you just define only 1st person perspective

sharp vale
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That's why it's happening

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Great sword 1st and 3rd person screenshot

junior stump
# sharp vale Actually you are using just 1 animation for both

I made sure it's not the case json:

{
  "format_version": "1.10.0",
  "minecraft:attachable": {
    "description": {
      "identifier": "cb:frost_dagger",
      "materials": {
        "default": "entity_alphatest",
        "enchanted": "entity_alphatest_glint"
      },
      "textures": {
        "default": "textures/entity/pamobile/cb_frost_dagger",
        "enchanted": "textures/misc/enchanted_item_glint"
      },
      "geometry": {
        "default": "geometry.cb_frost_dagger"
      },
      "animations": {
        "wield_first_person": "animation.cb_frost_dagger.first_person",
        "wield_third_person": "animation.cb_frost_dagger.third_person"
      },
      "scripts": {
        "pre_animation": [
          "variable.charge_amount = math.clamp((query.main_hand_item_max_duration - (query.main_hand_item_use_duration - query.frame_alpha + 1.0)) / 10.0, 0.0, 1.0f);"
        ],
        "animate": [
          {
            "wield_first_person": "c.is_first_person"
          },
          {
            "wield_third_person": "!c.is_first_person"
          }
        ]
      },
      "render_controllers": [
        "controller.render.item_default"
      ]
    }
  }
}
#

could the problem be in player.render.controllers

plain moth
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No, it would be in the animation file for it

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Because compare to my files, it should work. But it could be how the animation is set

sharp vale
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I also have doubt on animations

junior stump
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it's so confusing ngl, cuz all the swords have the same problems but in the other hand some staff models work just fine

sharp vale
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Because all is perfectly set

junior stump
plain moth
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Is that the same animation

sharp vale
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If you don't mind, can I check animation and models

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If you don't mind

plain moth
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Wouldn't it be rightArm and not right_arm?

sharp vale
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Thanks for sharing, I will check and let you know

junior stump
plain moth
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Is "bone" in rightArm the item? I don't think you were animating the item

junior stump
plain moth
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Your animation is not animating the item, only a locator named "lead_hold"

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rightItem only has a locator and no cubes from the item

junior stump
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so you're saying that the animations is not complete ?

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btw I tried editing the animation json but nothing seemed to change ?

plain moth
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I think but not 100% sure yet

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I normally work with attachables bounded to the bone and not attached to skeleton, so it is a bit harder for me

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Is the issue how it looks in 1st person or is it that the hand isn't in. I am wondering because I am looking back at the photos and the staff has your hand in it while in 1st person

junior stump
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but it's an item

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not a sword

junior stump
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I tried to mess up with the rotation

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nothing changed

junior stump
plain moth
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So I think if you make the "bone"'s parent the "rightItem" it should count as it being in that group, meaning that just updating the rightItem animation's should move it too. I am also messing with the animation a bit to see if it works

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Yeah, putting it there looks like it is more attached the slot. But don't know how it looks in game

junior stump
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okay I'll try

plain moth
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I say that is progress?

junior stump
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I'll begin to adjust it

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and see

plain moth
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Did it work?

umbral adder
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any 1 help i just can make addon with app and i have same problem, idk how to animate it and anything else so what i need to do?

abstract spire
umbral adder
abstract spire
#

The app is extremely buggy

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Errors are frequent and you also don't properly learn how to do anything

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Addons, that you work on for too long, break and will not properly function

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And on top of all of that, it limits all the things you can even do as an addon maker

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You cant properly make a custom anything

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And you can't add any custom animations
Because every thing is a template
Bedrock is limited when compared to javas creativity and that app is willing limiting it further

umbral adder
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you right, i event dont understand anything how to make something custom item

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what should I use, I only have a phone that I can use now

abstract spire
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I started out using that app too, so dont worry
Its a good way to start, but it isn't great

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I do everything on my phone as well

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If you are a beginner then I would suggest using bridge v2, if you want things to be easier, but still learn

umbral adder
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bridge v2?

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Where can I access that? Is it a website or an application?

abstract spire
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Web app

umbral adder
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Okay, I will try it, thanks for the suggestion.

abstract spire
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No problem

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If you do want to know how to make an item there are tutorial

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I'll send some links

umbral adder
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wow big thanks man