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Effects in Animations

Effects in Animations
  • Effects in Animations
    • Particles
    • Sounds
  • Adding Effects to Animation
    • Mainly
    • In Blockbench
  • Offscreen Updating

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
json
"particle_effects": {
	"flames": "minecraft:mobflame_emitter"
}
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Here we defined a shortname for particle that we are going to use.

You can find a list of particles here or here.

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. You can get sounds at ZapSplat.

RP/entity/my_entity.json
json
"sound_effects": {
	"meow": "mob.cat.meow"
}
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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
json
"particle_effects": {
    "0.0": {
        "effect": "flames",
        "locator": "" //You need to add a locator in your model
    }
}
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RP/animations/my_animation.json#my.animation
json
"sound_effects": {
    "0.0": {
        "effect": "meow"
	}
}
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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"
    	}
    ]
}
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Example
RP/animations/my_animation.json
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 ]
						}
					}
				}
			}
		}
	}
}
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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!

Warning!

Currently (1.21.1) locators are broken for attachables.

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
json
"scripts": {
	"should_update_bones_and_effects_offscreen": true
}
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Contributors

Edit Effects in Animations on GitHub

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