4.1 KiB
title, mentions, category
| title | mentions | category | ||
|---|---|---|---|---|
| Effects in Animations |
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Effects in Animations
Sometimes it is much easier to use particles or sounds in animation rather than in animation controller. Animations can have effects in them, such as:
- Particles
- Sounds
Particles
Minecraft Particles can be used in entity animations. For example, the phantom has an animation which emits the minecraft:phantom_trail particle constantly. Let's try to add a particle to our entity's attack animation.
RP/entity/my_entity.json
"particle_effects": {
"flames": "minecraft:mobflame_emitter"
}
Here we defined a shortname for particle that we are going to use.
You can find a list of particles here or here.
:::warning Warning! Not every particle works there. If you have problems, consider trying another particle. For example, use this one. Also note that some particles emit constantly. :::
Sounds
If you want to use a sound, you need to define it too.
RP/entity/my_entity.json
"sound_effects": {
"meow": "mob.cat.meow"
}
:::warning Warning! Not every sound works there. If you have problems, consider trying another sound. For example, use this one. :::
Adding Effects to Animation
You can add particles or sounds to your animation mainly or in Blockbench.
Mainly
You need to add the following to your animation:
RP/animations/my_animation.json#my.animation
"particle_effects": {
"0.0": {
"effect": "flames",
"locator": "" //You need to add a locator in your model
}
}
RP/animations/my_animation.json#my.animation
"sound_effects": {
"0.0": {
"effect": "meow"
}
}
You can call more than one particle at the same time:
"particle_effects": {
"0.0": [
{
"effect": "particle_1",
"locator": "locator_1"
},
{
"effect": "particle_2",
"locator": "locator_2"
}
]
}
RP/animations/my_animation.json
{
"format_version" : "1.8.0",
"animations" : {
"animation.sheep.grazing" : {
"animation_length" : 2.0,
"loop" : true,
"particle_effects": {
"0.0": {
"effect": "flames",
"locator": "body"
}
},
"sound_effects": {
"0.0": {
"effect": "meow"
}
},
"bones" : {
"head" : {
"position" : {
"0" : [ 0.0, 0.0, 0.0 ],
"0.2" : [ 0.0, -9.0, 0.0 ],
"1.8" : [ 0.0, -9.0, 0.0 ],
"2" : [ 0.0, 0.0, 0.0 ]
},
"rotation" : {
"0.2" : {
"post" : [ "180.0 * (0.2 + 0.07 * math.sin(q.key_frame_lerp_time * 1644.39))", 0.0, 0.0 ],
"pre" : [ 36.0, 0.0, 0.0 ]
},
"1.8" : {
"post" : [ 36.0, 0.0, 0.0 ],
"pre" : [ "180.0 * (0.2 + 0.07 * math.sin(q.key_frame_lerp_time * 1644.39))", 0.0, 0.0 ]
}
}
}
}
}
}
}
In Blockbench
First let's add a locator for our particle. Go to "Edit" section, select a group, right-click and choose "Add Locator":
Rename it and move where you want.
Then go to "Animate" section, choose an animation and click on a magic stick icon:
Now click "+" to open menu and specify the data:
You can attach a sound to animation the same way.
Now save your animation and launch the game!
Offscreen Updating
You can set "should_update_bones_and_effects_offscreen" to true inside entity rp scripts for particle and sound effects to update offscreen, by default both of them will stop playing if the entity isn't being rendered on display.
RP/entity/my_entity.json#description
"scripts": {
"should_update_bones_and_effects_offscreen": true
}



