| description | Adding animated player emotes |
|---|---|
| icon | person-walking |
{% hint style="warning" %}
This method requires Minecraft 1.17+ clients.
Old clients cannot see them, it's a limitation of the game itself!
{% endhint %}
{% embed url="https://www.youtube.com/watch?v=posxlbudF8I" %}
- Blockbench extension to animate the Minecraft player model
- Completely Async, no TPS drops
- Optimized for big servers
- Play sounds and particles in animations
- Shows player hands and helmet equipment
- Won't show the player armor equipment, only mainhand, offhand and helmet.
- Works only on Minecraft 1.17+
- Shaders mods (Optifine, Iris) can cause rendering problems, read more here.
- Placed heads won't be shown correctly in some cases, read more here.
{% hint style="warning" %} Before continuing:
- Make sure you're running Blockbench 4.7.4 or greater
- Make sure you're running the latest ItemsAdder and latest ItemsAdder Blockbench extension {% endhint %}
Download Blockbench (don't use the web app).
Download the extension file.
Then open Blockbench and click on File -> Plugins.
Click on the icon to load plugins from file, then select the file iaentitymodel.js.
Press OK
Open config.yml of ItemsAdder and enable these two options, then run /iazip command.
{% code title="config.yml" %}
entities:
custom-entitites:
enabled: true
emotes: true{% endcode %}
Create a new "ItemsAdder Entity Model"
You can create as many as animations files you want (ItemsAdder 3.2.1+).
Decide if you want to create an emotes file with examples or a blank emotes file.
Decide a name for your emotes pack.
You can notice a lot of example animations on the left.
Delete all the emotes and edit/rename the ones you want.
They are useful only as base for your new emotes, to have an example to learn from.
Now create a new animation (emote) and save your .iaentitymodel project file into this folder (change my_emotes to your namespace, this one is an example):
ItemsAdder/contents/my_emotes/resourcepack/
Then continue following the tutorial to know how to export the emotes into ItemsAdder.
Click on the ItemsAdder tab and press Export.
You should get a success message.
{% hint style="success" %}
If you didn't add any custom model into your emote there is no need to use /iazip!
Use the command /iareload to load the new animation in the game.
{% endhint %}
Use the emote command: /iaemote <emote> [player] or /emote <emote> [player]
Use the /iaemote command: ia.user.iaemote
Use an emote: ia.user.iaemote.use.<emote>
Example: ia.user.iaemote.use.yes
{% content-ref url="../../permissions.md" %} permissions.md {% endcontent-ref %}
{% embed url="https://youtu.be/VnFNzmhAVIM" %}
{% embed url="https://youtu.be/aP5Jz9OW208" fullWidth="false" %}
{% embed url="https://raw.githubusercontent.com/LoneDev6/SpigotUtilities/master/ItemsAdder/various_files/example_advanced_emotes.iaentitymodel" %}
You can add custom models to your emotes, for example: items, monsters, furniture, animated effects.
{% hint style="warning" %} This requires ItemsAdder 3.5.0 or greater.
- DO NOT delete any built-in player bone.
- DO NOT resize any built-in player bone, it simply won't work ingame.
- Edit built-in player bones only in the animation view (rotate, move).
- You can hide the built-in player bones using scale to
0,0,0. Set to1,1,1to show them again. {% endhint %}
.player_advanced_animationsfile format is now used to identify player animations which also add custom models to the emote..player_animationsare the player animations which don't add any custom model but will be loaded into the default player model.
In order to decide that you have to set this option in the Blockbench extension settings.
You can import any .bbmodel into the scene and use it in your animation.
You can also import extruded textures to show items dynamically.
- select the animation
- select the element you want to hide for a particular animation
- move to the first frame of the animation, using the timeline
- create a new scale key, make sure to set it to the first keyframe
- set scale to 0
Now your model won't be shown for this particular animation.
You can show/hide it in the middle of the animation just by doing the same thing but setting scale to 1.
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