Skip to content

Latest commit

 

History

History
167 lines (125 loc) · 6.52 KB

README.md

File metadata and controls

167 lines (125 loc) · 6.52 KB

PlayerAnimator

PlayerAnimator is a minecraft library to animate the player while trying to break as few mods as possible.
If you want to add new entities, use Geckolib

If you want to trigger simple animations from the server, you might want to use Emotecraft's server-side API.

Official projects

GitHub project https://github.com/KosmX/minecraftPlayerAnimator
Modrinth https://modrinth.com/mod/playeranimator
CurseForge https://www.curseforge.com/minecraft/mc-mods/playeranimator
KosmX's Maven (for API use) https://maven.kosmx.dev/dev/kosmx/player-anim/

Avoid downloading the library from other sources!

Example mods

Fabric example
Forge example

Include in your dev environment

Fabric loom (or architectury loom)

repositories {
    (...)
    maven {
        name "KosmX's maven"
        url 'https://maven.kosmx.dev/'
    }
}

dependencies {
    (...)
    
    //If you don't want to include the library in your jar, remove the include word
    //You can find the latest version in [](https://maven.kosmx.dev/dev/kosmx/player-anim/player-animation-lib-fabric/)
    include modImplementation("dev.kosmx.player-anim:player-animation-lib-fabric:${project.player_anim}")
    
    //You might want bendy-lib. playerAnimator will wrap it.
    //include modRuntimeOnly("io.github.kosmx.bendy-lib:bendy-lib-fabric:${project.bendylib_version}")
}

If you use architectury setup you can implement player-animation-lib package in common.

ForgeGradle

minecraft {
    (...)
    runs {
        client {
            (...)
           
            //You have to set mixin propert if you want to run playerAnimator in development environment.
            property 'mixin.env.remapRefMap', 'true'
            property 'mixin.env.refMapRemappingFile', "${projectDir}/build/createSrgToMcp/output.srg"
        }
        server {
            (...)
            //Add this to the server too.
            property 'mixin.env.remapRefMap', 'true'
            property 'mixin.env.refMapRemappingFile', "${projectDir}/build/createSrgToMcp/output.srg"
        }
    }
}

repositories {
    (...)
    maven {
        name "KosmX's maven"
        url 'https://maven.kosmx.dev/'
    }
}

dependencies {
    (...)
    
    //If you don't want to include the library in your jar, remove the include word
    implementation fg.deobf("dev.kosmx.player-anim:player-animation-lib-forge:${project.player_anim}")
    
    //Bendy-lib also has a Forge version:
    //runtimeOnly fg.deobf("io.github.kosmx.bendy-lib:bendy-lib-forge:${project.bendylib_version}")
    
    //Forge JarJar only works on MC 1.19. Do not use JarJar on older version!
}

For more advanced things, you might use anim-core package.
It is a minecraft-independent module, containing the animation format and the layers but not the playing mixins...
Also it is not a minecraft mod, do not use modImplementation on this.

Structure

The library has an animation list of currently played animations Higher priority animations will override others, but can be transparent...

To add an animation to the player, use

AnimationStack animationStack = PlayerAnimationAccess.getPlayerAnimLayer(clientPlayer);
animationStack.addAnimLayer(...);

I advice using ModifierLayer and setting its animation. (this is null-tolerant) ModifierLayer is an AnimationContainer but with modifiers and fade-in/out.

To play a keyframe animation from emotecraft or geckolib json, dev.kosmx.playerAnim.core.data.gson.AnimationJson will help you load it.
new KeyframeAnimationPlayer(animation) will play it for you.

To modify/tweak animations, look into dev.kosmx.playerAnim.api.layered package, you might implement your own IAnimation or extend/modify an existing class.
ModifierLayer will let you add modifiers. It is effectively an AnimationContainer layer.

You might find some usage in the fabric testmod
The forge usage is similar. For most fabric users, you can use linkie to translate mojmap to Yarn.

Model

The player model is made of 6 body parts:

  • head
  • torso
  • right arm
  • left arm
  • right leg
  • left leg

And I added an extra: body:
This is a bone for the whole player, transforming it will transform every part.
To move everything up by 2, you only need to move the body up.

Most Blockbench player models use the name body for the part, I call torso. In that case, rename it to torso and that will fix the model for the library.

Part names can be snake_case or camelCase:
right_arm or rightArm, both will work.

Supported transformations:
offset, rotation

And bend if bendy-lib is loaded.
Bend will bend the part in the middle, check the Blender model to see how.

The library supports all easings from easings.net and constant and linear.
No easing parameters are supported. (everything was copied from easings.net)

Animate

You can use GeckoLib or Emotecraft format to create animations.
Be careful, the model has to match the player or the animation won't work as it should.

In Emotecraft repo, there are some tools for animation.
(You don't need emotecraft to use those tools)

The blockbench model doesn't support items, I don't know how to add an easily replaceable item...


To load an animation, put the file(s) into assets/modid/player_animation/
Then you can get the animation with dev.kosmx.playerAnim.minecraftApi.PlayerAnimationRegistry#getAnimation()

Notes

GeckoLib is not guaranteed to work, but you can try! (It will work most of the time)
molang is not supported


Do not shadow the library in your mod, this library can not be loaded multiple times safely. (even from different packages)

The license would allow it, but it would break many things.
You may use include(fabric any version) or JarJar(forge 1.19.1+).

If you have questions, feel free to ask on Discord:

https://discord.com/invite/x22jkxRpsD