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Animating a model |
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Most mobs have animations that breathe life into them. With the help of Model Engine, you can use custom idle, walk,
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attack, and any other animations you wish.
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## Fundamentals
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### State
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Let's start with the basics.
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With Model Engine, models move according to the states they have. Each model can have multiple states at once. For
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example, a model can be walking and attacking at the same time. You are not required to create a unique animation for
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such situations. Model Engine will automatically combine the animations you assigned to both states, and create a new
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animation.
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Loop and Override are two very basic yet important options you can select for your animation. It controls how a state
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should be interpreted and executed.
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### Loop Mode
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Loop Mode determines whether an animation should run only once, indefinitely, or hold on last frame until it is removed.
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When a state is set to only play once, the state would be automatically removed from the model after playing.
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If it is set to loop, the state will loop back to the first frame, and only stop playing when the state is removed
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manually.
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Finally, as the name would suggest, hold on last frame will stay on the last animation frame instead of looping back.
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### Override
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Override flag tells Model Engine that this animation should cancel all animations that have lower priority than it. This
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option is mainly used when the model has multiple states, but you don't want other animations interrupting it. For
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instance, a special attack animation shouldn't combine with `idle` or `walk`.
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You can toggle these options in BlockBench by right-clicking on one of the animations and checking the checkboxes.
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> ![](https://raw.githubusercontent.com/Ticxo/Model-Engine-Wiki/master/wiki/animation/loop_and_override.png)
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You can check both options at the same time. Model Engine will have no problem reading that.
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### Default states
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Default states are states automatically handled and played by Model Engine.
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Here is a list of default states and their behaviors.:
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| State | Condition | Loop Mode | Override |
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|------------|---------------------------------------------------------------------------------------------|-------------------|----------|
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| idle | Not moving | Loop | No |
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| walk | Moving | Loop | No |
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| jump_start | Start jumping | Once | Yes |
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| jump | After jumping and while in mid air | Loop | Yes |
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| jump_end | After jumping and when lands on the ground. | Once | Yes |
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| spawn | On model first spawn. | Once | Yes |
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| death | On model death.<br> This state will forcibly remove all existing animations from the model. | Hold on last tick | Yes |
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## Animating
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Animating in BlockBench is pretty straightforward. However, there are a few key points:
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* Usable Bones
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* You can animate all bones except `hitbox`. `hitbox` bone will be ignored by Model Engine as it is
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removed as soon as it is loaded.
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* FPS
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* Since Minecraft updates 20 times per second (0.05s per tick), all animations will run at 20 fps internally.
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However, Model Engine can interpret higher FPS animations, and by default the animation would be played back at
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max FPS in game.
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* You can configure the snap option in BlockBench by changing the Animation Snap option to 20, located under
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File/Settings/Snapping. The timeline slider would then move at 0.05 intervals.
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* Keyframe Types
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* Both linear and smooth keyframe can be used. Bezier keyframe is under development
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Let's add some animations to the model we made before.
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#### idle [Loop]
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> ![](https://raw.githubusercontent.com/Ticxo/Model-Engine-Wiki/master/wiki/animation/idle.gif)
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#### walk [Loop]
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> ![](https://raw.githubusercontent.com/Ticxo/Model-Engine-Wiki/master/wiki/animation/walk.gif)
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#### attack [Override]
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> ![](https://raw.githubusercontent.com/Ticxo/Model-Engine-Wiki/master/wiki/animation/attack.gif)
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These are 3 very basic animations done simply by moving and rotating a few parts. However, more complicated animations
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are also done by such methods, only using more frames to create more fluid movements. Since this model is a robot,
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robotic movements are fine.
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## Importing Animations
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Animations are automatically imported through the `.bbmodel` file you provided. No extra steps needed.
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## Results
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> ![](https://raw.githubusercontent.com/Ticxo/Model-Engine-Wiki/master/wiki/animation/kindletronjr_in_game.gif)
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> Note: the animations shown here is controlled through MythicMobs.
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With enough patience, you too can achieve something like this:
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![Video Demo](https://img.youtube.com/q_PGwPKPn-U/0.jpg) |
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