{
"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": {}
}
}
}
#fixing First-person swords position, Any ideas ?
1 messages · Page 1 of 1 (latest)
In "animations" not defined there, that's why it's happening
You need to make perspective animation first and third person, then you should to define them as perspective
well actually this greatsword doesn't have any animations yet but others sword do have them and they still look that way
It could be that the model is not bound to anything, like attached to skeleton or bind to slot, in its geometry
Can you send image also of 3rd person perspective?
checked the bb models an they are bound
yeah 3rd person works as expected
So just the 1st person view issue?
So, it's still animation issue
U need to define also 1 person perspective
In script of attachables json
And as you told, third person is well as you. That mean you just define only 1st person perspective
Actually you are using just 1 animation for both
That's why it's happening
Great sword 1st and 3rd person screenshot
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
No, it would be in the animation file for it
Because compare to my files, it should work. But it could be how the animation is set
I also have doubt on animations
it's so confusing ngl, cuz all the swords have the same problems but in the other hand some staff models work just fine
Because all is perfectly set
Is that the same animation
Wouldn't it be rightArm and not right_arm?
Thanks for sharing, I will check and let you know
i don't think names matter really
Is "bone" in rightArm the item? I don't think you were animating the item
no I didn't animate it
Your animation is not animating the item, only a locator named "lead_hold"
rightItem only has a locator and no cubes from the item
so you're saying that the animations is not complete ?
btw I tried editing the animation json but nothing seemed to change ?
I think but not 100% sure yet
I normally work with attachables bounded to the bone and not attached to skeleton, so it is a bit harder for me
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
it is rendered in the player.redercontrollers
but it's an item
not a sword
I mean this means that animations are not even working
I tried to mess up with the rotation
nothing changed
I mean the player hand are rendered when the staff are held
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
Yeah, putting it there looks like it is more attached the slot. But don't know how it looks in game
okay I'll try
lol
I say that is progress?
Did it work?
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?
You sound like your using an app called Minecraft Addon Maker, or the equivalent on IOS
If so then step 1 is stop using that app
yes i use it, but why i need to stop to use it?
The app is extremely buggy
Errors are frequent and you also don't properly learn how to do anything
Addons, that you work on for too long, break and will not properly function
And on top of all of that, it limits all the things you can even do as an addon maker
You cant properly make a custom anything
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
you right, i event dont understand anything how to make something custom item
what should I use, I only have a phone that I can use now
I started out using that app too, so dont worry
Its a good way to start, but it isn't great
I do everything on my phone as well
If you are a beginner then I would suggest using bridge v2, if you want things to be easier, but still learn
Web app
Okay, I will try it, thanks for the suggestion.
No problem
If you do want to know how to make an item there are tutorial
I'll send some links
https://wiki.bedrock.dev/guide/introduction
Read the whole beginner's guide section
https://wiki.bedrock.dev/items/items-intro
wow big thanks man