#Vanilla animations for entities

1 messages · Page 1 of 1 (latest)

bright lynx
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How can i use vanilla animations for my custom humanoid entities? I want my entity to walk like a zombie, for example

slim elbow
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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.

distant quiver
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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.

slim elbow
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It would just need to he pretty much the same as the vanilla file for animations and the animated block

flat jungleBOT
bright lynx
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I can now apply vanilla animations to custom entities

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It was easier to do than i expected

distant quiver
bright lynx
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Bob/holding?

bright lynx
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And

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The max format version of client entity is 1.10.0

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Not 1.12.0

distant quiver
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Dunno. This is the file that blockbench/entity wizard generated for me.

bright lynx
distant quiver
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Already have that downloaded.

bright lynx
distant quiver
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Just trying to make NPCs that look like players with all their animations and stuff.

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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.

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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.

bright lynx
# distant quiver Just trying to make NPCs that look like players with all their animations and st...

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

distant quiver
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So do I just change the numbers at the top to 1.10.0, or do I need to start all over again?