is there a way of using the mcmeta files to base skin selection on in game values instead of making an animation?
ideal would be having a different skin for an entity with a different dye colour
i"m asking because i"m looking for a way to get different looking boats without needing a mod
This tutorial doesn't cover entities at all. Entities can't be animated using the vanilla animation method, so even animating a boat is beyond the scope of this tutorial. What you're asking is outright impossible without a mod since it would require the game keep track of a variable (dyed) that it doesn't normally keep track of. Not to mention .mcmeta files don't interact with NBT data at all, and probably never will (which is unfortunate).
[this is my first texture animation, please, don't kill me ]
Hi all, I'm trying to create an animated texture for lucky blocks mod, I want to play images in different times , so I've tried to use a lot of "frametime"...
can anybody help me?
I'm honestly surprised that .mcmeta file worked at all.
Go back and re-read the tutorial. You can't specify frametime for individual groups of frames like that. Frametime deals with the global timing for the entire animation, where as individual frames (not groups of frames) are adjusted with the index/time notation like this: { "index": 3, "time": 20 }.
anyway, I'm going to change animation, thank you for the support
Just because it's valid doesn't mean it works.
You don't need to change the animation itself, just go through the tutorial and learn how to do the .mcmeta file properly. If you have any specific questions, please feel free to post them. I'm always happy to help as long as you're making an effort.
Does this work for armour because I'm wanting to make a shadow armour that just shifts around your character when you do anything?
This doesn't work for two reasons:
First, this does NOT work for worn armor. It will work for the armor item, but not the armor as worn on the character.
Second, there's no mechanism in this sytem for driven keys. That is, the animation has no way of knowing when your character is doing any specific action including standing still or being inactive.
This tutorial doesn't say anything about animated paintings because you can't animate paintings in vanilla Minecraft, and this tutorial is specifically for vanilla Minecraft animations.
I'm not sure where to direct you since almost nothing MCPatcher-related is up to date, unfortunately. Sorry.
I figured out the painting animation!!! Or, at least, Glimmar did and I copied him. Anyhow it only seems to work with MCPatcher, not Optifine.
I put both the film strip and the properties file in mcpatcher\anim
Oh, and I do have a question. How does animating blocks work when you are also using a CTM?
For example I have a fixed ctm that just gives a new texture to wooden buttons (since by default it just uses the texture from oak planks). That works fine. But animating it doesn't seem to work with either MCPatcher or Optifine. It used to (a while ago). I've tried it a few different ways but couldn't figure it out.
Oh, and I do have a question. How does animating blocks work when you are also using a CTM?
For example I have a fixed ctm that just gives a new texture to wooden buttons (since by default it just uses the texture from oak planks). That works fine. But animating it doesn't seem to work with either MCPatcher or Optifine. It used to (a while ago). I've tried it a few different ways but couldn't figure it out.
First, please don't post MCPatcher-specific stuff in this thread. This is for vanilla animation stuff and I don't want people getting confused. At the very least, please post it in a spoiler. Thanks.
Second, it logically should work just as normal. Animate each tile individually and then call the tile like you normally would. This is part of the reason that MCPatcher went to using individual block tiles rather than sheets like it used to.
With that said, I have not tried personally it so I have no idea if it works properly or not. Sorry.
Hi, I'm trying to add a water texture inside drinkable potions, but Minecraft always says "Unable to parse metadata from minecraft:textures/items/potion_overlay.png - java.lang.RuntimeException: broken aspect ratio and not an animation"
I don't understand, as I used the "water_still.png" texture file and cut out the potion overlay texture, so the aspect ratio should be the same. My mcmeta file is named "potion_overlay.png.mcmeta.txt", and has this in it:
{
"animation": {
"frametime": 2
}
}
Which is a direct copy of the code from the water_still.png.mcmeta. I attatched the texture I'm trying to make. Do you see what I'm doing wrong?
"I am the last of those who gave you breath and shape and form, millions of years ago. I am the last of those your kind rose up against and ruthlessly destroyed. I am the last Precursor. And our answer is at hand."
My mcmeta file is named "potion_overlay.png.mcmeta.txt",
Well there's your problem right there. The tutorial specifically said, multiple times, to remember to remove the ".txt" file extension from your .mcmeta files. This is VERY important, which is why I mentioned it in several different places including the troubleshooting section.
I had to do a little extra trouble-shooting because TextEdit on my Mac was automatically changing the inverted commas ("") to formatted ones (“”). Can you add this into your trouble-shooting section because I feel it may help someone else in the future.
Is there something that TextEdit users can do to fix the problem? If there is, let me know and I'll add it to the guide. If there isn't, let me know that too and I'll make note of the problem anyway.
I just took a quick look and you can switch off "Smart Quotes" in the TextEdit preferences. You will have to reopen the document, but it will stop TextEdit from auto-formatting the quotes. Thanks!
Thanks.
I'll have to add it some other time, though. There's a bug in the current version of the forum software which makes it so that if I try to edit that post it just changes all text to "Unidentified", totally wrecking the entire tutorial.
It can, but doesn't always. It depends on how the mod maker set up their blocks and items. If they used the built-in Minecraft system it works like a charm. If they did complex block and item models pre-1.8 or used a non-vanilla model rendering system post-1.8 then it won't work.
It can, but doesn't always. It depends on how the mod maker set up their blocks and items. If they used the built-in Minecraft system it works like a charm. If they did complex block and item models pre-1.8 or used a non-vanilla model rendering system post-1.8 then it won't work.
This is an excellent tutorial! But I have one small problem and I was wondering if you might be able to help me. I make my animations in sony vegas and then render them out in .png images. The problem here is that I tend to make complicated and long animations which sometimes makes the final amount of images 400 frames or more. I was wondering if there was a way I could put these in a single image file easily. Because right now I have to drag every single image into my image editor and make the animation file manually which takes up a lot of time. So do you know how I can put all frames into a minecraft animation file without having to do it manually?
Assuming they're sequentially named, I suggest using irfanView which has a built-in panorama feature which conveniently does vertical panoramas that function perfectly as an animation. There are also plugins for the common image editing software that most people use that do this if that's more convenient for you. It's just a matter of tracking them down.
Well it was written for 1.6, and according to the title it works in 1.8, so one could logically deduce that it would likely work for versions in between those two.
This tutorial doesn't cover entities at all. Entities can't be animated using the vanilla animation method, so even animating a boat is beyond the scope of this tutorial. What you're asking is outright impossible without a mod since it would require the game keep track of a variable (dyed) that it doesn't normally keep track of. Not to mention .mcmeta files don't interact with NBT data at all, and probably never will (which is unfortunate).
I'm honestly surprised that .mcmeta file worked at all.
Go back and re-read the tutorial. You can't specify frametime for individual groups of frames like that. Frametime deals with the global timing for the entire animation, where as individual frames (not groups of frames) are adjusted with the index/time notation like this: { "index": 3, "time": 20 }.
Just because it's valid doesn't mean it works.
You don't need to change the animation itself, just go through the tutorial and learn how to do the .mcmeta file properly. If you have any specific questions, please feel free to post them. I'm always happy to help as long as you're making an effort.
This doesn't work for two reasons:
First, this does NOT work for worn armor. It will work for the armor item, but not the armor as worn on the character.
Second, there's no mechanism in this sytem for driven keys. That is, the animation has no way of knowing when your character is doing any specific action including standing still or being inactive.
I figured out the painting animation!!! Or, at least, Glimmar did and I copied him. Anyhow it only seems to work with MCPatcher, not Optifine.
Here is some code that works:
I put both the film strip and the properties file in mcpatcher\anim
Oh, and I do have a question. How does animating blocks work when you are also using a CTM?
For example I have a fixed ctm that just gives a new texture to wooden buttons (since by default it just uses the texture from oak planks). That works fine. But animating it doesn't seem to work with either MCPatcher or Optifine. It used to (a while ago). I've tried it a few different ways but couldn't figure it out.
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First, please don't post MCPatcher-specific stuff in this thread. This is for vanilla animation stuff and I don't want people getting confused. At the very least, please post it in a spoiler. Thanks.
Second, it logically should work just as normal. Animate each tile individually and then call the tile like you normally would. This is part of the reason that MCPatcher went to using individual block tiles rather than sheets like it used to.
With that said, I have not tried personally it so I have no idea if it works properly or not. Sorry.
I don't understand, as I used the "water_still.png" texture file and cut out the potion overlay texture, so the aspect ratio should be the same. My mcmeta file is named "potion_overlay.png.mcmeta.txt", and has this in it:
Which is a direct copy of the code from the water_still.png.mcmeta. I attatched the texture I'm trying to make. Do you see what I'm doing wrong?
"I am the last of those who gave you breath and shape and form, millions of years ago. I am the last of those your kind rose up against and ruthlessly destroyed. I am the last Precursor. And our answer is at hand."
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
Well there's your problem right there. The tutorial specifically said, multiple times, to remember to remove the ".txt" file extension from your .mcmeta files. This is VERY important, which is why I mentioned it in several different places including the troubleshooting section.
I hope that helps you.
Is there something that TextEdit users can do to fix the problem? If there is, let me know and I'll add it to the guide. If there isn't, let me know that too and I'll make note of the problem anyway.
Thank you for the information.
Thanks.
I'll have to add it some other time, though. There's a bug in the current version of the forum software which makes it so that if I try to edit that post it just changes all text to "Unidentified", totally wrecking the entire tutorial.
Thank you again for the information.
I am just saying it can also work with mods
From TheMineCraftKings
It can, but doesn't always. It depends on how the mod maker set up their blocks and items. If they used the built-in Minecraft system it works like a charm. If they did complex block and item models pre-1.8 or used a non-vanilla model rendering system post-1.8 then it won't work.
Thanks for the tip
From TheMineCraftKings
Hi Alvoria, just wanted to say thanks for this guide. It's well-written and to-the-point. It's been a lot of help with my current pack.
Assuming they're sequentially named, I suggest using irfanView which has a built-in panorama feature which conveniently does vertical panoramas that function perfectly as an animation. There are also plugins for the common image editing software that most people use that do this if that's more convenient for you. It's just a matter of tracking them down.
Well it was written for 1.6, and according to the title it works in 1.8, so one could logically deduce that it would likely work for versions in between those two.
This animation tutorial is excellent and it has helped me out immensely. Thank you!
I was trying to animate the skeleton so his eyes would glow red but it didn't go exactly as planned:
As you can see it turned into this weird transparent mummy thing and i have no idea why.
I realized I was on 1.7.10, so i thought maybe that was the problem but nope. I logged on to 1.8 and it still yielded the same results.
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