Bedrock Wiki
  • Discord
  • Contribute
  • bedrock.dev
  • MS Learn
Beginner's Guide
  • Guide
    • 1. Introduction
      guide
    • 2. Add-Ons Explained
    • 3. Software & Preparation
    • 4. Project Setup
    • 5. Create a Custom Item
    • 6. Create a Custom Entity
    • 7. Blockbench: Modeling, Texturing & Animating
    • 8. Adding a Loot Table, Spawn Rule & Crafting Recipe
  • Extra
    • a. Understanding JSON
    • b. Download Example Packs
    • c. Troubleshooting
      help
    • d. Advanced Manifest
    • e. Format Versions
    • f. Project Setup Android
Animation Controllers
  • Intro to Animation Controllers
    guide
  • Entity Commands
  • AFK Detector
  • Death Commands
  • Molang into Scoreboard
  • Respawn Commands
Blocks
  • General
    • Intro to Blocks
      guide
    • Block Components
    • Block Tags
    • Block States
    • Block Traits
    • Block Permutations
    • Block Events
      Scripts
    • Block Event Migration
      help
    • Blocks as Items
    • Troubleshooting Blocks
      help
  • Visuals
    • Block Culling
    • Block Models
      guide
    • Block Texture Animation
    • Block Texture Variation
    • Block Tinting
  • Tutorials
    • Applying Effects
      Scripts
    • Avoiding State Limit
    • Fake Blocks
      Scripts
    • Ore Loot Tables
      Scripts
    • Precise Rotation
      Scripts
    • Rotatable Blocks
  • Vanilla Re-Creations
    • Custom Crops
      Scripts
    • Custom Glass
    • Custom Glazed Terracotta
    • Custom Trapdoors
      Scripts
  • Documentation
    • Block Format History
    • Block Shapes
    • Block Sounds
    • Vanilla Block Models
Commands
  • General
    • Intro to Command Blocks
    • Functions
    • Block States
    • Coordinate System
    • Giving NBT Items
    • Scoreboard Operations
    • Understanding Selectors
  • Commands
    • Damage
    • Execute
    • Playanimation
    • Playsound
  • On Event Systems
    • On First World Load
    • On Player First Join
    • On Player Join
    • On Player Leave
    • On Player Death
    • On Player Respawn
  • Scoreboard Systems
    • Entity Counter
    • Scoreboard Timers
    • Comparing And Retrieving Scores
  • Techniques
    • Execute Logic Gates
    • Execute at Block Variant
    • MBE - Max's Block Entity
    • FMBE - A New Way to Create Display Entities
    • Item Drop Detection
    • Look Detection
    • Movement Detections
    • Orbital Camera
  • Useful Creations
    • Compass Display
    • Custom Crafter
    • Multiplayer Position Rearrangement
      function
Concepts
  • contents.json
  • Emojis & Symbols
  • Molang
  • Namespaces
  • Overwriting Assets
  • Raw Text
  • Shaders
  • Sounds
  • Splashes
  • Subpacks
  • Text and Localization
  • Texture Atlases
  • textures_list.json
Documentation
  • Shared Constructs
  • Advanced Molang
  • File Types
  • Fog IDs
  • Material Configuration Description
  • Menu Categories
  • Molang Queries
  • Pack Folder Structure
  • Sound Definitions
  • Vanilla Materials
Entities
  • General
    • Intro to Entities BP
      guide
    • Intro to Entities RP
      guide
    • Troubleshooting Entities
      help
    • Entity Events
    • Entity Properties
    • NPC Dialogue
    • Render Controllers
    • Spawn Rules
  • Tutorials
    • Convert Points Between Any Space (World, Entity, Bones)
    • Creating Boats
    • Detecting Other Entities
    • Disabling Team Damage
    • Dummy Entities
    • Entity Attacks
    • Entity Holds Item
    • Entity Movement
    • Entity Timers
    • Flying Entities
    • Introduction to AOE Clouds
    • Invulnerable Entities
    • Look at Entity
    • Sleeping Entities
    • Solid Entities
    • Spawning Tamed Entities
      Scripts
    • Village Mechanic
  • Documentation
    • Dummy Components
    • Non-Mob Runtime Identifiers
    • Projectiles
    • Runtime Identifiers
    • Vanilla Usage Components
    • Vanilla Usage Spawn Rules
Items
  • General
    • Intro to Items
      guide
    • Item Components
    • Item Tags
    • Item Events
      Scripts
    • Item Event Migration
      help
    • Troubleshooting Items
      help
  • Tutorials
    • Custom Armor
    • Custom Food
      Scripts
    • Custom Pottery Sherds
    • Custom Weapons
    • Equipment-Based Commands
    • High Resolution Items
    • Spawning Items
    • Throwable Items
  • Documentation
    • Enchantments
    • Attachables
    • Item Format History
    • Numerical Item IDs
    • Vanilla Item Identifiers
    • Vanilla Usage Components
JSON UI
  • General
    • Intro to JSON UI
      guide
    • Best Practices
      guide
  • Tutorials
    • Adding HUD Elements
    • Aseprite Animations
    • Buttons and Toggles
    • Modifying Server Forms
    • Preserve Title Texts
    • String to Number
  • Documentation
    • JSON UI Documentation
Loot, Recipes & Trading
  • General
    • Trading Behavior
  • Documentation
    • Loot Tables
    • Trade Tables
    • Recipes
    • Item Functions
  • Tutorials
    • Randomized Structure Loot
Meta
  • Add-On Performance
  • Style Guide
  • Useful Links
  • Using Schemas
  • Version Control
  • Q&A
    • Blocks and Items Q&A 2024/08/30
    • Deferred Technical Preview Q&A 2024/02/23
    • GameTest Q&A 2021/08/06
    • Scripting and Editor Q&A 2023/09/22
    • World Generation Q&A 2024/11/15
NBT
  • General
    • .mcstructure
  • Tutorials
    • Experiments in Minecraft Education
    • Extending Structure Limits
  • NBT in Depth
    • About NBT (Named Binary Tag)
    • NBT Libraries
    • Reading NBT Example
Particles
  • General
    • Intro to Particles
      guide
  • Tutorials
    • Disabling Particles
  • Documentation
    • Vanilla Particles
Scripting
  • General
    • Intro to Scripting
    • What is Script API?
    • API Modules
  • Tutorials
    • Block Placement Prevention
    • GameTests
    • Script Core Features
    • Script Forms
    • Script Requests API
    • Simple Chat Commands
  • Documentation
    • Engine Environment
    • Script Resources
    • Script Watchdog
    • Troubleshooting JavaScript
    • TypeScript
Servers
  • Software
    • Bedrock Server Software
  • Protocols
    • Bedrock Protocol
    • NetherNet Protocol
    • RakNet Protocol
Visuals
  • General
    • Introduction to Entity Visuals
      guide
    • Bedrock Modeling
    • Custom Death Animations
    • Effects in Animations
    • Material Creations
    • Materials
    • Math-Based Animations
    • Skin Packs
  • Tutorials
    • Entity Texture Animation
    • Glowing Entity Texture
    • Hurt Animations
    • Leash Position
    • Player Geometry
    • Remove Entity Shadows
    • Retexturing Spawn Eggs
  • Ideas
    • Structure Presentation
World Generation
  • General
    • Intro to World Generation
      guide
    • Biomes
      guide
    • Feature Types
    • Jigsaw Structures
  • Tutorials
    • Block Conditions for Features
    • Generating Custom Ores
    • Generating Custom Structures
    • Generating Patches
    • Heightmap Noise
  • Documentation
    • Biome Tags

FMBE - A New Way to Create Display Entities

intermediate
FMBE - A New Way to Create Display Entities
  • Introduction
  • Video Demonstration
  • System
  • How to Use FMBE
    • Setup
    • Variables
    • Editing Values
    • Saving & Loading FMBE
    • Stoping FMBE Sounds
    • Changing FMBE Block Display Dynamically
  • Simplified FMBE
  • Video Guides
  • Community Creations
  • Advanced FMBE Diagonal Transformation - BETA
    • Advanced FMBE Display Categories
    • Advanced FMBE Variables
    • Advanced FMBE Systems
    • Advanced FMBE Simulator
    • Advanced FMBE Planned Additions

Introduction ​

Sourced by the Bedrock Commands Community (BCC) Discord

In this page, we will learn how to create block display entities in Minecraft Bedrock purely using commands.

The first person to develop such a technique was u/Maxed_Out10, who used only Vanilla commands. His technique offers less flexibility but is much simpler, using armor stands. To check out his method, you may refer to the "MBE - Max's Block Entity" page.

Inspired by Max's Block Entity (MBE), command experts @pipi_Spamton, @siratama, and their team from the Japanese Commanders Gathering, have devised a new technique for creating block display entities in Minecraft Bedrock which offers more flexibility and customization. This method is based on the same principles as MBE, but instead of armor stands, it effectively uses the bone structure of foxes to render the block displays.

In a traditional sense, you may refer to them as block display entities or simply "display entities". However, in recognition of u/Maxed_Out10, they are more popularly known as "Fox MBE" (FMBE) in the Bedrock communities.

NOTE

  • This method uses 1 fox per block display. Therefore, too many foxes (like any entity) can contribute to server lag.
  • Players will still be able to pass through them, as well as interact with them (if not restricted)

Video Demonstration ​

System ​

BP/functions/wiki/fmbe/render.mcfunction
yaml
### Reposition and Define FMBE Scale
playanimation @e[tag=wiki:fmbe] animation.player.sleeping none 0 "" controller.animation.fox.move
playanimation @e[tag=wiki:fmbe] animation.creeper.swelling none 0 "v.xbasepos=v.xbasepos??0;v.ybasepos=v.ybasepos??0;v.zbasepos=v.zbasepos??0;v.xpos=v.xpos??0;v.ypos=v.ypos??0;v.zpos=v.zpos??0;v.xrot=v.xrot??0;v.yrot=v.yrot??0;v.zrot=v.zrot??0;v.scale=v.scale??1;v.xzscale=v.xzscale??1;v.yscale=v.yscale??1;v.swelling_scale1=2.1385*math.sqrt(v.xzscale)*math.sqrt(v.scale);v.swelling_scale2=2.1385*math.sqrt(v.yscale)*math.sqrt(v.scale);" wiki:scale
playanimation @e[tag=wiki:fmbe] animation.ender_dragon.neck_head_movement none 0 "v.head_rotation_x=0;v.head_rotation_y=0;v.head_rotation_z=0;v.head_position_x=(v.xbasepos*3741/8000)*math.sqrt(v.xzscale)*math.sqrt(v.scale);v.head_position_y=(10.6925+v.ybasepos*3741/8000)*math.sqrt(v.yscale)*math.sqrt(v.scale);v.head_position_z=(17.108-v.zbasepos*3741/8000)*math.sqrt(v.xzscale)*math.sqrt(v.scale);" wiki:shift_pos

## Define FMBE Rotation
### X Axis
playanimation @e[tag=wiki:fmbe] animation.warden.move none 0 "v.body_x_rot=90+v.xrot;v.body_z_rot=90+v.yrot;" wiki:xrot
### Z Axis
playanimation @e[tag=wiki:fmbe] animation.player.attack.rotations none 0 "v.attack_body_rot_y=-v.zrot;" wiki:zrot

## Define FMBE Position
### X Axis
playanimation @e[tag=wiki:fmbe] animation.parrot.moving none 0 "v.wing_flap=(16-v.xpos)/0.3;" wiki:xpos
### Y Axis
playanimation @e[tag=wiki:fmbe] animation.minecart.move.v1.0 none 0 "v.rail_offset.x=0;v.rail_offset.y=1.6485+v.ypos/16;v.rail_offset.z=0;" wiki:ypos
### Z Axis
playanimation @e[tag=wiki:fmbe] animation.parrot.dance none 0 "v.dance.x=-v.zpos;v.dance.y=0;" wiki:zpos
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

Chain of 8 Command Blocks

Note: Providing a controller name allows us to stack animations without overwriting the previous one. Example:

  • wiki:scale (where wiki is a namespace).

Please ensure the controller name in the first command is controller.animation.fox.move.

For rest of the commands, using the same controller names above isn't required. However, it can help avoid collisions with other playanimation commands.

How to Use FMBE ​

Once you have the system above active, follow the steps and instructions given below:

Setup ​

To be typed in chat:

  1. Summon a fox and use the /replaceitem command to give it the item model you want in its main hand.
    • /summon fox ~~~ ~ ~ minecraft:as_adult "wiki:fmbe"
    • /replaceitem entity @e[name="wiki:fmbe",c=1] slot.weapon.mainhand 0 <itemID>
    • To change the held item dynamically, refer to the section here.
  2. Then, assign it the tag wiki:fmbe. This should make the fox appear like an actual block.
    • /tag @e[name="wiki:fmbe"] add wiki:fmbe

Variables ​

With FMBE, you can edit the display position, size, angle, and more using client animations. The variables are as follows:

  • For Position:
    • v.xpos
    • v.ypos
    • v.zpos
  • For Rotation:
    • v.xrot
    • v.yrot
    • v.zrot
  • For Scale:
    • v.scale — adjusts overall size.
    • v.xzscale — adjusts size along the XZ axis.
    • v.yscale — adjusts size along the Y axis.
  • For Base Position:
    • v.xbasepos
    • v.ybasepos
    • v.zbasepos

NOTE

  • basepos variables move the position without affecting the center of rotation, meaning they are dependent on angles. (e.g., v.zbasepos=16 behaves like ^^^1 in relative coordinates).
  • pos and basepos values are measured in 1/16 block units (16 = 1 full block).

Editing Values ​

To edit values, use the following command structure:

  • /playanimation @e[tag=wiki:fmbe] animation.player.attack.positions none 0 "" wiki:setvariable

Write the molang code for the variable you want to edit inside the double quotes and assign the value.

Example, to set xrot to 35, ypos to 16, and scale to 1.5:

  • /playanimation @e[tag=wiki:fmbe] animation.player.attack.positions none 0 "v.xrot=35;v.ypos=16;v.scale=1.5;" wiki:setvariable

Molang also allows for more complex animations using various queries and operators. To learn more about Molang, refer to the Molang Documentation.

Saving & Loading FMBE ​

  1. To save, run:

    • /execute at @e[tag=wiki:fmbe,c=1] run structure save wiki:fmbe ~~~ ~~~ true disk false
  2. To load, run:

    • /structure load wiki:fmbe <to: x y z>

Note: The structure name wiki:fmbe can be changed to your preference.

Stoping FMBE Sounds ​

To remove fox sounds from the FMBE, you may use these commands:

BP/functions/wiki/fmbe/stopsound.mcfunction
yaml
stopsound @a mob.fox.spit
stopsound @a mob.fox.sniff
stopsound @a mob.fox.sleep
stopsound @a mob.fox.screech
stopsound @a mob.fox.hurt
stopsound @a mob.fox.eat
stopsound @a mob.fox.death
stopsound @a mob.fox.bite
stopsound @a mob.fox.ambient
stopsound @a mob.fox.aggro
1
2
3
4
5
6
7
8
9
10

Chain of 10 Command Blocks

Changing FMBE Block Display Dynamically ​

Demonstration GIF

  1. Summon an armor stand named "wiki:fmbe_pickaxe" in a secure area accessible only to operators and place a silk touch pickaxe in it's main hand.
  2. Ensure this area remains loaded at all times using a ticking area.
  3. Use the following command to dynamically change the block displayed by the target FMBE without manually specifying the item ID:
    yaml
    ## Change the Target FMBE's Display to the Block Below It
    execute as @e[name="wiki:fmbe_pickaxe"] at @e[tag=wiki:fmbe,name="wiki:test_target"] run loot replace entity @e[c=1] slot.weapon.mainhand 0 mine ~~-1~ mainhand
    1
    2
    One Repeating Command Block

Simplified FMBE ​

This is a compressed three-command version of the system above. If you do not wish to alter the FMBE xzscale and yscale, this could be a slight optimisation.

BP/functions/wiki/fmbe/render.compressed.mcfunction
yaml
## Reposition and Define FMBE Scale
playanimation @e[tag=wiki:fmbe] animation.player.sleeping none 0 "" controller.animation.fox.move
playanimation @e[tag=wiki:fmbe] animation.creeper.swelling none 0 "v.scale=1;v.adscale=math.sqrt(v.scale);v.adscaled=2.1385*v.adscale;v.xbasepos=0;v.ybasepos=0;v.zbasepos=0;v.xpos=0;v.ypos=0;v.zpos=0;v.xrot=q.life_time*0;v.yrot=q.life_time*0;v.zrot=q.life_time*20;v.swelling_scale1=v.adscaled;v.swelling_scale2=v.adscaled;" wiki:scale

## Define FMBE Position & Rotation
playanimation @e[tag=wiki:fmbe] animation.ender_dragon.neck_head_movement none 0 "v.adjust_xz=8*v.adscaled+v.zbasepos/v.adscaled;v.adjust_y=(-5-v.ybasepos/v.adscaled/v.adscaled)*v.adscaled;v.x=v.xbasepos/v.adscaled;v.y=v.adjust_y;v.z=v.adjust_xz;v.ty=v.y*math.cos(v.xrot)-v.z*math.sin(v.xrot);v.tz=v.y*math.sin(v.xrot)+v.z*math.cos(v.xrot);v.y=v.ty;v.z=v.tz;v.tx=-v.x*math.cos(v.zrot)+v.y*math.sin(v.zrot);v.ty=v.x*math.sin(v.zrot)+v.y*math.cos(v.zrot);v.x=v.tx;v.y=v.ty;v.tx=v.x*math.cos(v.yrot)+v.z*math.sin(v.yrot);v.tz=-v.x*math.sin(v.yrot)+v.z*math.cos(v.yrot);v.x=v.tx;v.z=v.tz;v.head_position_x=v.x+v.xpos/v.adscaled;v.head_position_y=7.48/v.adscale+v.z+v.zpos/v.adscaled;v.head_position_z=v.y-v.ypos/v.adscaled;v.head_rotation_x=90+v.xrot;v.head_rotation_y=v.zrot;v.head_rotation_z=v.yrot;" wiki:posrot
1
2
3
4
5
6

Chain of 3 Command Blocks

Video Guides ​

Part I:

Part II:

Part III:

Community Creations ​

FMBE Creation Tool by @Marmalade:

Other Notable Creations:

  • ⭐ Orbital Laser by @FantasyTheCommander
  • ⭐ Animated Waterfalls by @FantasyTheCommander
  • ⭐ Wither Storm by @GuppyDuck

Advanced FMBE Diagonal Transformation - BETA ​

This is the beta version of a new, slighlty more advanced FMBE, which reduces the total number of command blocks required to 5, while also allowing for more complex transformations.

Advanced FMBE Diagonal Transformation Demo GIF

It is still under development and may change over time, so use it with caution.

Original documentation source (Japanese): Discussion #5 on GitHub

Advanced FMBE Display Categories ​

The way the fox holds an item slightly changes depending on the type of item, and the position where the model is displayed also varies. Please use the command that is best suited for the type of item you wish to display from the three available categories:

  • 3D Blocks (e.g., stone, anvil)
  • 2D Blocks (e.g., ladder, coral, flower)
  • Items (e.g., diamond, bone meal, door)
    • Exceptions:
      • Trident
      • Spyglass
      • Bow
      • Player Head / Mob Head
      • Banner
      • Heavy Core
      • Conduit
      • Decorated Pot
      • Button
    • Unsupported:
      • Shield

Advanced FMBE Variables ​

VariableDescription
v.extend_scaleExtends the block in a specific direction
v.extend_xrotDirection of extension (x axis rotation)
v.extend_yrotDirection of extension (y axis rotation)

(v.xzscale and v.yscale have been removed)

Advanced FMBE Systems ​

Display Category: 3D Blocks
BP/functions/wiki/fmbe/render.3d_blocks.mcfunction
yaml
/playanimation @e[tag=wiki:fmbe] animation.player.sleeping _ 0 "v.xpos=v.xpos??0;v.ypos=v.ypos??0;v.zpos=v.zpos??0;v.xrot=v.xrot??0;v.yrot=v.yrot??0;v.zrot=v.zrot??0;v.scale=v.scale??1;v.extend_scale=v.extend_scale??1;v.extend_xrot=v.extend_xrot??-90;v.extend_yrot=v.extend_yrot??0;v.xbasepos=v.xbasepos??0;v.ybasepos=v.ybasepos??0;v.zbasepos=v.zbasepos??0;v.F.r5=-math.sin(v.xrot);v.F.r2=-math.sin(v.yrot);v.F.r3=-math.sin(v.zrot);v.F.r4=math.cos(v.zrot);v.F.r8=math.cos(v.yrot);v.F.r0=-v.F.r5*v.F.r2*v.F.r3+v.F.r8*v.F.r4;v.F.r1=-v.F.r5*v.F.r2*v.F.r4-v.F.r8*v.F.r3;v.F.r6=-v.F.r5*v.F.r8*v.F.r3-v.F.r2*v.F.r4;v.F.r7=-v.F.r5*v.F.r8*v.F.r4+v.F.r2*v.F.r3;v.F.r2=v.F.r2*math.cos(v.xrot);v.F.r3=v.F.r3*math.cos(v.xrot);v.F.r4=v.F.r4*math.cos(v.xrot);v.F.r8=v.F.r8*math.cos(v.xrot);v.F.e0=math.cos(v.extend_yrot);v.F.e4=math.cos(v.extend_xrot);v.F.e5=-math.sin(v.extend_xrot);v.F.e6=math.sin(v.extend_yrot);v.F.e1=v.F.e5*v.F.e6;v.F.e2=-v.F.e4*v.F.e6;v.F.e7=-v.F.e5*v.F.e0;v.F.e8=v.F.e4*v.F.e0;v.F.p0=v.F.r0*v.F.e0+v.F.r2*v.F.e6;v.F.p1=v.F.r0*v.F.e1+v.F.r1*v.F.e4+v.F.r2*v.F.e7;v.F.p2=v.F.r0*v.F.e2+v.F.r1*v.F.e5+v.F.r2*v.F.e8;v.F.p3=v.F.r3*v.F.e0+v.F.r5*v.F.e6;v.F.p4=v.F.r3*v.F.e1+v.F.r4*v.F.e4+v.F.r5*v.F.e7;v.F.p5=v.F.r3*v.F.e2+v.F.r4*v.F.e5+v.F.r5*v.F.e8;v.F.p6=v.F.r6*v.F.e0+v.F.r8*v.F.e6;v.F.p7=v.F.r6*v.F.e1+v.F.r7*v.F.e4+v.F.r8*v.F.e7;v.F.p8=v.F.r6*v.F.e2+v.F.r7*v.F.e5+v.F.r8*v.F.e8;" controller.animation.fox.move
/playanimation @e[tag=wiki:fmbe] animation.creeper.swelling _ 0 "v.swelling_scale2=v.extend_scale*(v.swelling_scale1=(v.F.s=math.sqrt(32/7*v.scale)));" wiki:fmbe.3d_blocks.anim1
/playanimation @e[tag=wiki:fmbe] animation.ender_dragon.neck_head_movement _ 0 "v.head_position_x=-16/v.F.s*((v.xpos-1)*v.F.p1+(v.ypos-1/128)*v.F.p4+v.zpos*v.F.p7+(v.xbasepos*v.F.e1+(v.ybasepos+10/7)*v.extend_scale*v.F.e4+(v.zbasepos-16/7)*v.F.e7)*v.scale);v.head_position_y=16/v.F.s*(((v.xpos-1)*v.F.p2+(v.ypos-1/128)*v.F.p5+v.zpos*v.F.p8)/v.extend_scale+(v.xbasepos*v.F.e2+(v.ybasepos+10/7)*v.extend_scale*v.F.e5+(v.zbasepos-16/7)*v.F.e8)*v.scale);v.head_position_z=16/v.F.s*((v.xpos-1)*v.F.p0+(v.ypos-1/128)*v.F.p3+v.zpos*v.F.p6+(v.xbasepos*v.F.e0+(v.zbasepos-16/7)*v.F.e6)*v.scale);v.head_rotation_x=v.F.e6?math.atan2(0,-v.F.e6):math.atan2(-v.F.e8,v.F.e5);v.head_rotation_y=math.asin(-v.F.e0);v.head_rotation_z=v.F.e6?math.atan2(-v.F.e2,-v.F.e1):0;" wiki:fmbe.3d_blocks.anim2
/playanimation @e[tag=wiki:fmbe] animation.warden.move _ 0 "v.body_x_rot=v.F.p5||v.F.p3?math.atan2(v.F.p5,-v.F.p3):math.atan2(-v.F.p0,-v.F.p2);v.body_z_rot=v.F.p5||v.F.p3?math.atan2(-v.F.p1,v.F.p7):0;" wiki:fmbe.3d_blocks.anim3
/playanimation @e[tag=wiki:fmbe] animation.player.attack.rotations _ 0 "v.attack_body_rot_y=math.asin(-v.F.p4);" wiki:fmbe.3d_blocks.anim4
1
2
3
4
5

Chain of 5 Command Blocks

Display Category: 2D Blocks
BP/functions/wiki/fmbe/render.2d_blocks.mcfunction
yaml
/playanimation @e[tag=wiki:fmbe] animation.player.sleeping _ 0 "v.xpos=v.xpos??0;v.ypos=v.ypos??0;v.zpos=v.zpos??0;v.xrot=v.xrot??0;v.yrot=v.yrot??0;v.zrot=v.zrot??0;v.scale=v.scale??1;v.extend_scale=v.extend_scale??1;v.extend_xrot=v.extend_xrot??-90;v.extend_yrot=v.extend_yrot??0;v.xbasepos=v.xbasepos??0;v.ybasepos=v.ybasepos??0;v.zbasepos=v.zbasepos??0;v.F.r5=-math.sin(v.xrot);v.F.r2=-math.sin(v.yrot);v.F.r3=-math.sin(v.zrot);v.F.r4=math.cos(v.zrot);v.F.r8=math.cos(v.yrot);v.F.r0=-v.F.r5*v.F.r2*v.F.r3+v.F.r8*v.F.r4;v.F.r1=-v.F.r5*v.F.r2*v.F.r4-v.F.r8*v.F.r3;v.F.r6=-v.F.r5*v.F.r8*v.F.r3-v.F.r2*v.F.r4;v.F.r7=-v.F.r5*v.F.r8*v.F.r4+v.F.r2*v.F.r3;v.F.r2=v.F.r2*math.cos(v.xrot);v.F.r3=v.F.r3*math.cos(v.xrot);v.F.r4=v.F.r4*math.cos(v.xrot);v.F.r8=v.F.r8*math.cos(v.xrot);v.F.e0=math.cos(v.extend_yrot);v.F.e4=math.cos(v.extend_xrot);v.F.e5=-math.sin(v.extend_xrot);v.F.e6=math.sin(v.extend_yrot);v.F.e1=v.F.e5*v.F.e6;v.F.e2=-v.F.e4*v.F.e6;v.F.e7=-v.F.e5*v.F.e0;v.F.e8=v.F.e4*v.F.e0;v.F.p0=v.F.r0*v.F.e0+v.F.r2*v.F.e6;v.F.p1=v.F.r0*v.F.e1+v.F.r1*v.F.e4+v.F.r2*v.F.e7;v.F.p2=v.F.r0*v.F.e2+v.F.r1*v.F.e5+v.F.r2*v.F.e8;v.F.p3=v.F.r3*v.F.e0+v.F.r5*v.F.e6;v.F.p4=v.F.r3*v.F.e1+v.F.r4*v.F.e4+v.F.r5*v.F.e7;v.F.p5=v.F.r3*v.F.e2+v.F.r4*v.F.e5+v.F.r5*v.F.e8;v.F.p6=v.F.r6*v.F.e0+v.F.r8*v.F.e6;v.F.p7=v.F.r6*v.F.e1+v.F.r7*v.F.e4+v.F.r8*v.F.e7;v.F.p8=v.F.r6*v.F.e2+v.F.r7*v.F.e5+v.F.r8*v.F.e8;" controller.animation.fox.move
/playanimation @e[tag=wiki:fmbe] animation.creeper.swelling _ 0 "v.F.co=math.cos(25);v.F.si=math.sin(25);v.swelling_scale2=v.extend_scale*(v.swelling_scale1=(v.F.s=math.sqrt(17/8*v.scale)));" wiki:fmbe.2d_blocks.anim1
/playanimation @e[tag=wiki:fmbe] animation.ender_dragon.neck_head_movement _ 0 "v.F.X=(v.xpos-1)*v.F.p0+(v.ypos-1/128)*v.F.p3+v.zpos*v.F.p6+((v.xbasepos+2/9)*v.F.e0+(v.zbasepos+32/65)*v.F.e6*v.extend_scale)*v.scale;v.F.Y=(v.xpos-1)*v.F.p1+(v.ypos-1/128)*v.F.p4+v.zpos*v.F.p7+((v.xbasepos+2/9)*v.F.e1+(v.ybasepos+10/11)*v.F.e4+(v.zbasepos+32/65)*v.F.e7*v.extend_scale)*v.scale;v.head_position_y=16/v.F.s*(((v.xpos-1)*v.F.p2+(v.ypos-1/128)*v.F.p5+v.zpos*v.F.p8)/v.extend_scale+((v.xbasepos+2/9)*v.F.e2+(v.ybasepos+10/11)*v.F.e5+(v.zbasepos+32/65)*v.F.e8*v.extend_scale)*v.scale);v.head_position_x=16/v.F.s*(v.F.X*v.F.co-v.F.Y*v.F.si);v.head_position_z=16/v.F.s*(v.F.X*v.F.si+v.F.Y*v.F.co);v.head_rotation_x=v.F.e6*v.F.si+v.F.e7*v.F.co||v.F.e0*v.F.si*v.F.si+v.F.e1*v.F.si*v.F.co+v.F.e4*v.F.co*v.F.co?math.atan2(-v.F.e6*v.F.si-v.F.e7*v.F.co,v.F.e0*v.F.si*v.F.si+v.F.e1*v.F.si*v.F.co+v.F.e4*v.F.co*v.F.co):math.atan2(v.F.e2*v.F.si+v.F.e5*v.F.co,v.F.e8);v.head_rotation_y=math.asin(v.F.e4*v.F.si*v.F.co-v.F.e1*v.F.co*v.F.co-v.F.e0*v.F.co*v.F.si);v.head_rotation_z=v.F.e6*v.F.si+v.F.e7*v.F.co||v.F.e0*v.F.si*v.F.si+v.F.e1*v.F.si*v.F.co+v.F.e4*v.F.co*v.F.co?math.atan2(v.F.e5*v.F.si-v.F.e2*v.F.co,v.F.e0*v.F.co*v.F.co-v.F.e1*v.F.co*v.F.si+v.F.e4*v.F.si*v.F.si):0;" wiki:fmbe.2d_blocks.anim2
/playanimation @e[tag=wiki:fmbe] animation.warden.move _ 0 "v.body_x_rot=v.F.p5||v.F.p3*v.F.si+v.F.p4*v.F.co?math.atan2(v.F.p5,-v.F.p3*v.F.si-v.F.p4*v.F.co):math.atan2(-v.F.p0*v.F.si-v.F.p1*v.F.co,-v.F.p2);v.body_z_rot=v.F.p5||v.F.p3*v.F.si+v.F.p4*v.F.co?math.atan2(v.F.p0*v.F.co-v.F.p1*v.F.si,v.F.p7*v.F.si-v.F.p6*v.F.co):0;" wiki:fmbe.2d_blocks.anim3
/playanimation @e[tag=wiki:fmbe] animation.player.attack.rotations _ 0 "v.attack_body_rot_y=math.asin(v.F.p3*v.F.co-v.F.p4*v.F.si);" wiki:fmbe.2d_blocks.anim4
1
2
3
4
5

Chain of 5 Command Blocks

Display Category: Items
BP/functions/wiki/fmbe/render.items.mcfunction
yaml
/playanimation @e[tag=wiki:fmbe] animation.player.sleeping _ 0 "v.xpos=v.xpos??0;v.ypos=v.ypos??0;v.zpos=v.zpos??0;v.xrot=v.xrot??0;v.yrot=v.yrot??0;v.zrot=v.zrot??0;v.scale=v.scale??1;v.extend_scale=v.extend_scale??1;v.extend_xrot=v.extend_xrot??-90;v.extend_yrot=v.extend_yrot??0;v.xbasepos=v.xbasepos??0;v.ybasepos=v.ybasepos??0;v.zbasepos=v.zbasepos??0;v.F.r5=-math.sin(v.xrot);v.F.r2=-math.sin(v.yrot);v.F.r3=-math.sin(v.zrot);v.F.r4=math.cos(v.zrot);v.F.r8=math.cos(v.yrot);v.F.r0=-v.F.r5*v.F.r2*v.F.r3+v.F.r8*v.F.r4;v.F.r1=-v.F.r5*v.F.r2*v.F.r4-v.F.r8*v.F.r3;v.F.r6=-v.F.r5*v.F.r8*v.F.r3-v.F.r2*v.F.r4;v.F.r7=-v.F.r5*v.F.r8*v.F.r4+v.F.r2*v.F.r3;v.F.r2=v.F.r2*math.cos(v.xrot);v.F.r3=v.F.r3*math.cos(v.xrot);v.F.r4=v.F.r4*math.cos(v.xrot);v.F.r8=v.F.r8*math.cos(v.xrot);v.F.e0=math.cos(v.extend_yrot);v.F.e4=math.cos(v.extend_xrot);v.F.e5=-math.sin(v.extend_xrot);v.F.e6=math.sin(v.extend_yrot);v.F.e1=v.F.e5*v.F.e6;v.F.e2=-v.F.e4*v.F.e6;v.F.e7=-v.F.e5*v.F.e0;v.F.e8=v.F.e4*v.F.e0;v.F.p0=v.F.r0*v.F.e0+v.F.r2*v.F.e6;v.F.p1=v.F.r0*v.F.e1+v.F.r1*v.F.e4+v.F.r2*v.F.e7;v.F.p2=v.F.r0*v.F.e2+v.F.r1*v.F.e5+v.F.r2*v.F.e8;v.F.p3=v.F.r3*v.F.e0+v.F.r5*v.F.e6;v.F.p4=v.F.r3*v.F.e1+v.F.r4*v.F.e4+v.F.r5*v.F.e7;v.F.p5=v.F.r3*v.F.e2+v.F.r4*v.F.e5+v.F.r5*v.F.e8;v.F.p6=v.F.r6*v.F.e0+v.F.r8*v.F.e6;v.F.p7=v.F.r6*v.F.e1+v.F.r7*v.F.e4+v.F.r8*v.F.e7;v.F.p8=v.F.r6*v.F.e2+v.F.r7*v.F.e5+v.F.r8*v.F.e8;" controller.animation.fox.move
/playanimation @e[tag=wiki:fmbe] animation.creeper.swelling _ 0 "v.F.co=math.cos(25);v.F.si=math.sin(25);v.swelling_scale2=v.extend_scale*(v.swelling_scale1=(v.F.s=math.sqrt(17/8*v.scale)));" wiki:fmbe.items.anim1
/playanimation @e[tag=wiki:fmbe] animation.ender_dragon.neck_head_movement _ 0 "v.F.X=(v.xpos-1)*v.F.p0+(v.ypos-1/128)*v.F.p3+v.zpos*v.F.p6+((v.xbasepos+11/29)*v.F.e0+(v.zbasepos+8/15)*v.F.e6*v.extend_scale)*v.scale;v.F.Y=(v.xpos-1)*v.F.p1+(v.ypos-1/128)*v.F.p4+v.zpos*v.F.p7+((v.xbasepos+11/29)*v.F.e1+(v.ybasepos+31/37)*v.F.e4+(v.zbasepos+8/15)*v.F.e7*v.extend_scale)*v.scale;v.head_position_y=16/v.F.s*(((v.xpos-1)*v.F.p2+(v.ypos-1/128)*v.F.p5+v.zpos*v.F.p8)/v.extend_scale+((v.xbasepos+11/29)*v.F.e2+(v.ybasepos+31/37)*v.F.e5+(v.zbasepos+8/15)*v.F.e8*v.extend_scale)*v.scale);v.head_position_x=16/v.F.s*(v.F.X*v.F.co-v.F.Y*v.F.si);v.head_position_z=16/v.F.s*(v.F.X*v.F.si+v.F.Y*v.F.co);v.head_rotation_x=v.F.e6*v.F.si+v.F.e7*v.F.co||v.F.e0*v.F.si*v.F.si+v.F.e1*v.F.si*v.F.co+v.F.e4*v.F.co*v.F.co?math.atan2(-v.F.e6*v.F.si-v.F.e7*v.F.co,v.F.e0*v.F.si*v.F.si+v.F.e1*v.F.si*v.F.co+v.F.e4*v.F.co*v.F.co):math.atan2(v.F.e2*v.F.si+v.F.e5*v.F.co,v.F.e8);v.head_rotation_y=math.asin(v.F.e4*v.F.si*v.F.co-v.F.e1*v.F.co*v.F.co-v.F.e0*v.F.co*v.F.si);v.head_rotation_z=v.F.e6*v.F.si+v.F.e7*v.F.co||v.F.e0*v.F.si*v.F.si+v.F.e1*v.F.si*v.F.co+v.F.e4*v.F.co*v.F.co?math.atan2(v.F.e5*v.F.si-v.F.e2*v.F.co,v.F.e0*v.F.co*v.F.co-v.F.e1*v.F.co*v.F.si+v.F.e4*v.F.si*v.F.si):0;" wiki:fmbe.items.anim2
/playanimation @e[tag=wiki:fmbe] animation.warden.move _ 0 "v.body_x_rot=v.F.p5||v.F.p3*v.F.si+v.F.p4*v.F.co?math.atan2(v.F.p5,-v.F.p3*v.F.si-v.F.p4*v.F.co):math.atan2(-v.F.p0*v.F.si-v.F.p1*v.F.co,-v.F.p2);v.body_z_rot=v.F.p5||v.F.p3*v.F.si+v.F.p4*v.F.co?math.atan2(v.F.p0*v.F.co-v.F.p1*v.F.si,v.F.p7*v.F.si-v.F.p6*v.F.co):0;" wiki:fmbe.items.anim3
/playanimation @e[tag=wiki:fmbe] animation.player.attack.rotations _ 0 "v.attack_body_rot_y=math.asin(v.F.p3*v.F.co-v.F.p4*v.F.si);" wiki:fmbe.items.anim4
1
2
3
4
5

Chain of 5 Command Blocks

Advanced FMBE Simulator ​

You can preview and experiment with variables using the 3D simulator here (Note: It's in Japanese):
🔗 Open Simulator (Desmos)

Advanced FMBE Planned Additions ​

  • Allow rotation using matrix calculations
  • Create a version compatible with Nintendo Switch (split version)
  • Add a usage guide
  • Add technical explanations

Contributors

Edit FMBE - A New Way to Create Display Entities on GitHub

Bedrock Wiki by Bedrock OSS

"Minecraft" is a trademark of Mojang AB.

Bedrock OSS, Bedrock Wiki and bedrock.dev are not affiliated in any way with Microsoft or Mojang AB.

  • Privacy Policy
  • Join our Discord
  • Learn how to Contribute
  • Visit our Repository