Simple Animator

Simple Animator

Mod

A animator lib for player

Client and server Library

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Added missing Float3 network packet

Added missing network packet for Float3

Bug Fix

Cannot load float2 and float3 to variable keyframes

Added

Field animator in AnimatorEvent and ClientAnimatorStateEvent

Added

Pre and Post frames.

Fixed Bug

Warming during load a bone with only one frame.

Bug Fix

Wrong rotation and position for cape.

Experimental Feature

Variable keyframes have been slightly updated with types, although it still needs to be used with bones.
You can name a BlockBench Group(Bone) with format var_type(optional)name...
Available type names are: float, float2, float3, int, int2, int3, bool, bool2, bool3, vec2, vec3.
example: var_float3_myPosition_acting_int2_myScreenPos

Bug Fix

NullPointerException

Small Update and Feature Preview

This update mostly for developers.

Animation Variables

Animation side

Animation supports keyframes for variables, but since the corresponding animation tool or BlockBench plugin has not yet been developed, the current method of adding animation variables is as follows:

  1. Add an empty group in BlockBench
  2. Name it with format: var_name1_name2_name3 (underlines are separators, maximum of 3 variables per group)
  3. Goto “Animate” and add keyframes for them.

The variable uses the first value of Position, Rotation, Scale.

Program side

Variables only store in client, you can get a variable by using: ClientAnimator.getVariable(name)
If the running animation does not contain this variable, this function returns an unchangeable VariableHolder with a value of 0.

Quasi Inverse Kinematics

This is an experimental feature, and only in client side.
This feature provides three built-in variables: ikLeftArm, ikRightArm, ikHead, you can add it in animations to control IK weights.
The IK target can only be set by programs, using: ClientAnimator.setIkTarget(bone, pos).

Full Changelog: https://github.com/LouisQuepierts/SimpleAnimator/compare/1.2.1...1.2.2

Bug Fix

Animations made with ModifiedRig result in incorrect translation/rotation of the Layers render.
Wrong pivoting point for model part "body" in Modified-Starting-Kits.

Update!

Something new?

Animation Format

  • unlock Option There's some little changes on animation files. Option "override" is replaced with "unlock", for animations, all model part will use override mode as the defualt, use "unlock" option can change specific model part to add mode. Example: { "unlock": ["HEAD", "LEFT_ARM", "RIGHT_ARM" ] } For this option, the optional values are HEAD, BODY, LEFT_ARM, RIGH_ARM, LEFT_LEG, RIGHT_LEG.

  • useVanillaRig Option Animations now support the use of a more intuitive RigMode, you can find the example BlockBench projects in attachments. For temporary compatibility with older versions of animation files, the useVanillaRig option defaults to true. However, this will soon be changed to false in a future release, requiring users/developers to enable it themselves. However, in the current version, if you need to enable the new RidMode, please add "useVanillaRig" : false to the animation file.

Security Checks

When inviting others to interact or finding their way in front of the person who sent the invitation, the area in front of them is subject to the simplest security checks, avoid initiating interactions at a point where you can't stand.

Event System

This feature is for developers: The new version adds an event system for when you need to execute some code on specific interactions/animations at specific moments. This system almost same as Forge/Fabric API's event system, use SimpleAnimator.EVENT_BUS.addListener(event, listener) to add a listener. API docs may not be released that soon, but it won't be delayed for long.

supported minecraft 1.21

supported neoforge in 1.21


Project members

LouisQuepierts

Member

Details

Licensed MIT
Published 6 months ago
Updated 5 months ago