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netease-modsdk-wiki/docs/wiki/visuals/animation-effects.md
2025-03-20 00:13:44 +08:00

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---
title: Effects in Animations
mentions:
- MedicalJewel105
category:
- General
---
## 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.
<CodeHeader>RP/entity/my_entity.json</CodeHeader>
```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](https://minecraft.wiki/w/Particles) or [here](/particles/vanilla-particles).
:::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.
<CodeHeader>RP/entity/my_entity.json</CodeHeader>
```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:
<CodeHeader>RP/animations/my_animation.json#my.animation</CodeHeader>
```json
"particle_effects": {
"0.0": {
"effect": "flames",
"locator": "" //You need to add a locator in your model
}
}
```
<CodeHeader>RP/animations/my_animation.json#my.animation</CodeHeader>
```json
"sound_effects": {
"0.0": {
"effect": "meow"
}
}
```
You can call more than one particle at the same time:
```json
"particle_effects": {
"0.0": [
{
"effect": "particle_1",
"locator": "locator_1"
},
{
"effect": "particle_2",
"locator": "locator_2"
}
]
}
```
<Spoiler title="Example">
<CodeHeader>RP/animations/my_animation.json</CodeHeader>
```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 ]
}
}
}
}
}
}
}
```
</Spoiler>
### In Blockbench
First let's add a locator for our particle. Go to "Edit" section, select a group, right-click and choose "Add Locator":
![](/assets/images/visuals/animation-effects/add-locator.png)
Rename it and move where you want.
Then go to "Animate" section, choose an animation and click on a magic stick icon:
![](/assets/images/visuals/animation-effects/add-effect.png)
Now click "+" to open menu and specify the data:
![](/assets/images/visuals/animation-effects/specify-data.png)
You can attach a sound to animation the same way.
Now save your animation and launch the game!
![](/assets/images/visuals/animation-effects/showcase.png)
## 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.
<CodeHeader>RP/entity/my_entity.json#description</CodeHeader>
```json
"scripts": {
"should_update_bones_and_effects_offscreen": true
}
```