Index
Animation Controllers
Animation Controller Format:States
Each state has an optional variables section, listing any number of variables that referenced animations can use. Each state also has one or more animations, using the name given in the entity's definition json.State Variables
Variables have their value set by a Molang Expression. They can also have their value remapped via a linearly-interpolated curve.For Example:
the animation controller for that frame. It will take the value of `query.ground_speed`, then remap it to between 0.2 and 0.7 based on the value of `query.ground_speed` going from 0.0 to 1.0It will play one animation walk that will blend from 0.0 to 1.0 as the ground speed increases from stopped to 2.3 m/s. The remap curve can have any number of entries. The animation controller will then play the entity-referenced `wiggle_nose` animations, followed by the `walk` animation, scaling the latter by the value of `variable.ground_speed_curve`User-Defined Script Example
Note: "pre_animation" tells the script to figure out the values of those variables once a frame, before animation occurs, so that the animation can use those values in their own formulas. If a variable didn't exist, it will create a new variable and its default value will be 0.0In definitions\entity\tiger.json:
State Transitions
Each transition has a target state to switch to, and a script for whether it should switch or not. For each transition in order, evaluate the script, and if it returns non-zero, switch to the specified state immediately. NOTE: Only one transition will be processed per frame.State Blending
to the time you would like the system to take in blending between the two states. This is done as a simple lerp between the two states over the time specified. For example:Channels (Rotation, Position, Scale)
The engine tracks the animation of rotation, position, and scale separately. Within a channel, one or more key frames are specified at arbitrary times, in seconds, from the start of the animation. If no key frames are specified, a single key frame is created at t=0.0 and all channel data is stored within that key frame.Back to topEntity Animation Format Examples
The json format for an animation is as follows. Note Matching the geometry format, units are in 1/16ths of meters.Getting Started
Upgrade from v1.7 Beta to v1.8
To upgrade previous scripts, you'll want to do the following steps to all of your Molang scripts in the order listed:1) entity.flags.foo --> query.foo2) entity.member.foo --> query.foo3) entity.foo --> variable.foo4) params.foo --> global.foo5) The general rule is that 'query' represents read-only values from the entity the script is running on, and 'variable' represents read-write data created by the user.6) We've adopted snake_case for all names of things. You are welcome to use upper-case letters if you wish as we are case-insensitive, however we recommend snake_case in general.7) Several variables previously set on mobs have been changed to use the query.foo format. Look through the updated list below to see what has been added and changed.Back to topUpgrade from v1.8 Beta to v1.10
- the ability to have animations reference other animations in an arbitrarily deep hierarchy.- the parameters section of animation controllers has been replaced with the `variables` section.- in the entity definition file, animation controllers are now listed in the `animations` section, and a `scriptsnimate` section has been added to define which root animations to play.The v1.8 file format is backwards-compatible with v1.10 so you don't _need_ to change anything (although we recommend refactoring your files in the spirit of v1.10 as there is a slight performance win with the new format, as well as it being simpler to understand.Back to topAdding Animations
Entity Definition
Animation Controller
While a lot of this can be managed in the entity definition `scripts/animate` section, animation controllers give you the functionality of a state machine into states and control them as a block. Animations in an animation controller state can be animation controllers themselves, allowing for arbitrarily complex animation hierarchies. Here's a sample animation controllerAnimations
Note that the channels (x, y, and z) are added separately across animations first, then converted to a transform once all animations have been cumulatively applied.Animation data can be either raw data:
By default, rotations are in degrees, in euler X-then-Y-then-Z formator a run-time interpreted script:
Animation Hierarchy
Back to topKey Frames
A key frame defines two values for a channel-specific transform to a specific bone at a specified time, one as time approaches the key frame time, and the second from that key frame time onwards.As such, when interpolating between two key frames, one can define the slope of the animation curve in either a continuous or discontinuous manner.Interpolation
Continuous Example
Discontinuous Example
This example scales the bone "head":1. From 0 to 0.5 seconds (in the "pre" tag), the head bone is set to its normal scale of 1 in all dimensions [X, Y, Z]2. At 0.5 seconds, the bone will instantly scale up to 2 times its normal size3. From 0.5 to 1 second ("post"), the bone will re-scale back to its normal size of scale of 1 in all dimensionsNote In the larger example above of the file format, "pre" and "post" can also be defined by a Molang expression that calculates that value at runtime, allowing you to have a mathematically defined curve instead of being purely linear.Names
All names: animations, bones, states, etc, must all start with a letter and contain only alphanumerics, underscore, or period. It is recommended to use names in all lower-caseBack to topOverview
The follows the current Minecraft JSON paradigms:- Fields should be lower-case and use underscores (no spaces)- All JSON files in the definitions directory and subtree will be read into and interpreted by the animation systemBack to topRender Controllers
The Render Controller needs an identifier and needs to follow the format of "controller.render.Getting Started
To begin create a new folder named "render_controllers" in the root of the Resource Pack you want to add the new Render Controller JSON inside. Example render controllers JSON for the ocelotExamples
Example Array for geometry from the sheep JSONTransforms
- Order of operations: vertices are translated, rotated, then scaled.- Animation data is assumed to be hierarchical, and is applied to a bone by name matching the bone name in the animation data to the targeted geometry's skeleton.- Not every bone needs to be animated- You can animate bones that don't exist in the targeted geometry (missing bones are ignored).- For each of scale, rotation, position, one can set the fields individually or uniformly with a single value. For example, these are equivalent.