#Vanilla animations for entities
1 messages · Page 1 of 1 (latest)
Youd just need to give its identifier a shortname in your client entity file, and then use that shortname in the animate block or in an animation controller. The geometry would need to have the same bone structure for it to work properly as well.
Oh hey. I'm trying to figure this out too. Would you be able to give me an example, @slim elbow? I'm super new to this.
It would just need to he pretty much the same as the vanilla file for animations and the animated block
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
Java Edition's Vanilla Packs: https://mcasset.cloud/
I got it
I can now apply vanilla animations to custom entities
It was easier to do than i expected
What about the animation controllers? Do I need to do anything with them? I'm mostly exporting stuff from blockbench. What I'm currently trying to do is add the idle/"bob" animation and the weapon holding player animation. This is currently what my file looks like:
What animations do you want to use?
Bob/holding?
I can help you with this
And
The max format version of client entity is 1.10.0
Not 1.12.0
Dunno. This is the file that blockbench/entity wizard generated for me.
If you want to learn working with vanilla components, check bedrock samples https://github.com/Mojang/bedrock-samples
Already have that downloaded.
So what's your goal? What do you want to do?
Just trying to make NPCs that look like players with all their animations and stuff.
I found an addon that adds NPCs, but they have no animations or anything, so I figured I'd just make my own, and it's proving to be super confusing. I'm in way over my head with this stuff.
I got to the point where the NPCs show up correctly, but I can't figure out how to give them animations. All they're really going to do is stand around shops in the spawn area. At most, I'll have one dancing and one walking around the street. Nothing too crazy.
Regarding vanilla animations: it is important to consider the version of the client entity format. For example, the wither skeleton on the bedrock templates site uses version 1.8.0, and the drowned man 1.10.0. This affects the way the animation is played. You can check these files and see how the animations are applied in one case or another. Also, the method that is applied in 1.8.0 will not work in 1.10.0, and vice versa. This is important to consider, as it causes errors. I also recommend you to create drowned and wither skeleton with entity wizard plagin for blockbench to understand this faster
So do I just change the numbers at the top to 1.10.0, or do I need to start all over again?
Start all over again