Is it possible to have two separate animations for the same block? I have the jack o lantern face animated and it works perfectly but I want to have two separate jack o lantern faces that are animated. Is it possible? If so how would I do it? These are the two animations I want and they both work perfectly on their own but I can't figure out how to get alternate animated textures in game. The jack o lantern id is 91
Is it possible to have two separate animations for the same block? I have the jack o lantern face animated and it works perfectly but I want to have two separate jack o lantern faces that are animated. Is it possible? If so how would I do it? These are the two animations I want and they both work perfectly on their own but I can't figure out how to get alternate animated textures in game. The jack o lantern id is 91
If you're using Minecraft 1.8, please refer to the Alternate Textures and Custom Models tutorial. If you're using 1.6 or 1.7, please check the MCPatcher thread.
Regardless, this isn't something that's covered in this tutorial (the same method applies to static textures as well as animated ones) so this isn't the place for it. Please understand, I'm trying my best to keep this thread on topic.
But, it's lacking information regarding "interpolate".
Interpolate is a function which makes frames fade into one another.
Say you want to have a texture that is black and fades to white then back to black.
You can create 20 different frames, each getting more white, which is inconvenient.
Or you can create the start and end frames, and add interpolate.
Use the image provided and add interpolate to it.
Interpolate can be added with { "animation" :{"interpolate": true}
Doing it this way, however, has no effect: Minecraft can't generate frames between frames with a frametime of 1. (Basically make sure frametime or time of an individual frame is greater than 1.)
So, you need to add frametime: { "animation" :{"frametime": 20, "interlope": true}
That way, you'll start with a black frame, and the next tick you'll get slightly whiter, until twenty ticks have elapsed and it is completely white, and it will start fading to black.
All four files are placed in \assets\minecraft\mcpatcher\ctm
The texture works, but the animation does. What am I doing wrong?
I'm not an expert on CTM, but it doesn't look like you're referencing the animation at all. The CTM file just goes to the static file and that's it. Why not just have 1.png be the animation strip and change the .mcmeta file to be "1.png.mcmeta"? Again, I don't deal with CTM often but I'd think that should work.
i have been trying to animate a crafting table gui but cant seem to figure it out. You know if it is even possible to animate the gui's? i just get all the pictures at the same time like this: https://gyazo.com/914d5513fe183caf7d0ae865d266f858
i have been trying to animate a crafting table gui but cant seem to figure it out. You know if it is even possible to animate the gui's? i just get all the pictures at the same time like this: https://gyazo.com/914d5513fe183caf7d0ae865d266f858
The third paragraph of this tutorial is a giant red block of text that states that this method of animation only works for block and item textures. I'm not sure how much clearer I can make it that this method does NOT work for entities, GUIs, particles, paintings, worn armors, or anything other than blocks and items. Seriously, I don't know how much clearer I can be on this point. If you have any suggestions on how I can make this clearer to stop people from asking this question I'd be happy to hear them.
i have made a animation block stonebrick_carved and got a mcmeta file of it its just normaly working if i put the mcmeta file away but with out animation
but it keeps having the block in the pink/black color block. idk what i did worng in the mcmeta...
Would you kindly post your animation strip in addition to the .mcmeta file? You've only shown half of your work so I can't really give you a complete answer.
If possible, put both files into a .zip file and upload them. That way there's no mistaking what's actually been done.
but what you ment with in a zip file. do you mean that i need to put the png stonebrick_carved and that mcmeta of it in a zip and upload it,
so you can download it and see the problem? if thats not the case then i still got that picture.
No, actually that will work.
You claim to have 33 frames in your .mcmeta file, but I only count 16 in the image. That's your problem. Once you get beyond Frame #15 (which is the 16th frame) Minecraft goes "lol wut?" and throws an error since it can't find the rest of the frames your .mcmeta file is insisting that you have. This is the seventh item in the Troubleshooting section.
Also, I cannot stress this enough: Set your file manager to show all file extensions. Believe me, it'll save you headaches in the long run. This is the third item in the Troubleshooting section. I write this stuff for a reason.
Is it possible to change to amount of frames in the bow pullback animation?
Not with this method, no. The bow pullback is a set driven animation, not the normal continuous loop that this method allows.
I believe that this can be accomplished by use of the predicate system that's part of item models, but that's beyond the scope of this tutorial. Best wishes on finding information that helps you accomplish your goals.
I took the.png and .mcmeta from a texture pack I downloaded, and edited THE SAME .png file's name and pictures to turn it from a blaze powder to a golden apple. When I used the pack, it worked fine. Then I copied THE EXACT picture from that .png file and pasted it into a new .png file, they were both IDENTICAL. I then replaced the old .png with the other, IDENTICAL,new one, and the texture was just a pink square. It's like the .png and .mcmeta file weren't linked together or something, but I watched tons of tutorials and they never seem to"link them together" with each other, so I don't know why this happened. Can someone please tell me why the new .png didn't work?
I don't understand what the index does. Does the index represent it's placement in the text file or the index of the block/item frame?
O and does this work in 1.7.10+ still?
I believe that this is explained in the tutorial. Index is the number of the frame in your animation strip. The top frame is Index 0, the second frame is Index 1, and so forth.
The clock and compass no longer function as they did when this tutorial was created, but the rest of this tutorial is still current.
I believe that this is explained in the tutorial. Index is the number of the frame in your animation strop. The top frame is Index 0, the second frame is Index 1, and so forth.
The clock and compass no longer function as they did when this tutorial was created, but the rest of this tutorial is still current.
I hope that helps you.
I guess you meant index is the index frame of the picture?
Is it possible to have two separate animations for the same block? I have the jack o lantern face animated and it works perfectly but I want to have two separate jack o lantern faces that are animated. Is it possible? If so how would I do it? These are the two animations I want and they both work perfectly on their own but I can't figure out how to get alternate animated textures in game. The jack o lantern id is 91
If you're using Minecraft 1.8, please refer to the Alternate Textures and Custom Models tutorial. If you're using 1.6 or 1.7, please check the MCPatcher thread.
Regardless, this isn't something that's covered in this tutorial (the same method applies to static textures as well as animated ones) so this isn't the place for it. Please understand, I'm trying my best to keep this thread on topic.
I hope that helps you none the less.
Great job!
But, it's lacking information regarding "interpolate".
Interpolate is a function which makes frames fade into one another.
Say you want to have a texture that is black and fades to white then back to black.
You can create 20 different frames, each getting more white, which is inconvenient.
Or you can create the start and end frames, and add interpolate.
Use the image provided and add interpolate to it.
Interpolate can be added with { "animation" :{"interpolate": true}
Doing it this way, however, has no effect: Minecraft can't generate frames between frames with a frametime of 1. (Basically make sure frametime or time of an individual frame is greater than 1.)
So, you need to add frametime: { "animation" :{"frametime": 20, "interlope": true}
That way, you'll start with a black frame, and the next tick you'll get slightly whiter, until twenty ticks have elapsed and it is completely white, and it will start fading to black.
I hope this helps!
What can I use to create the frame strips? I can't find anything to make them into columns like that lol
Never mind, I found one xD
YES!!! Now I know how to animate my custom command blocks! Thank-you!!!
This is also this:
{
"animation": {
"interpolate": true,
"frametime": 10
}
}
Hey, I am probably not active on here anymore, you can find me on discord with Quinten#4772
Having trouble with one of my animations. It is for the wooden button. I've got four files altogether to retexture & animate it:
1. The texture
2. The properties file for the texture
3. The animation
4. The mcmeta file
All four files are placed in \assets\minecraft\mcpatcher\ctm
The texture works, but the animation does. What am I doing wrong?
Owner & Creator of Aquain, a huge underwater city on the Opticraft server. Check out info on my underwater city here. Also creator of an art deco-like resource pack to go along with the city. Help me develop my resource pack here.
I'm not an expert on CTM, but it doesn't look like you're referencing the animation at all. The CTM file just goes to the static file and that's it. Why not just have 1.png be the animation strip and change the .mcmeta file to be "1.png.mcmeta"? Again, I don't deal with CTM often but I'd think that should work.
That worked!! Hooray! Thanks much!
But it is strange, it flipped the texture around. I can just reverse the images from the film strip, but it seems odd.
Owner & Creator of Aquain, a huge underwater city on the Opticraft server. Check out info on my underwater city here. Also creator of an art deco-like resource pack to go along with the city. Help me develop my resource pack here.
i have been trying to animate a crafting table gui but cant seem to figure it out. You know if it is even possible to animate the gui's? i just get all the pictures at the same time like this: https://gyazo.com/914d5513fe183caf7d0ae865d266f858
The third paragraph of this tutorial is a giant red block of text that states that this method of animation only works for block and item textures. I'm not sure how much clearer I can make it that this method does NOT work for entities, GUIs, particles, paintings, worn armors, or anything other than blocks and items. Seriously, I don't know how much clearer I can be on this point. If you have any suggestions on how I can make this clearer to stop people from asking this question I'd be happy to hear them.
Would you kindly post your animation strip in addition to the .mcmeta file? You've only shown half of your work so I can't really give you a complete answer.
If possible, put both files into a .zip file and upload them. That way there's no mistaking what's actually been done.
No, actually that will work.
You claim to have 33 frames in your .mcmeta file, but I only count 16 in the image. That's your problem. Once you get beyond Frame #15 (which is the 16th frame) Minecraft goes "lol wut?" and throws an error since it can't find the rest of the frames your .mcmeta file is insisting that you have. This is the seventh item in the Troubleshooting section.
Also, I cannot stress this enough: Set your file manager to show all file extensions. Believe me, it'll save you headaches in the long run. This is the third item in the Troubleshooting section. I write this stuff for a reason.
I hope that helps you.
Is it possible to change to amount of frames in the bow pullback animation?
Not with this method, no. The bow pullback is a set driven animation, not the normal continuous loop that this method allows.
I believe that this can be accomplished by use of the predicate system that's part of item models, but that's beyond the scope of this tutorial. Best wishes on finding information that helps you accomplish your goals.
I took the.png and .mcmeta from a texture pack I downloaded, and edited THE SAME .png file's name and pictures to turn it from a blaze powder to a golden apple. When I used the pack, it worked fine. Then I copied THE EXACT picture from that .png file and pasted it into a new .png file, they were both IDENTICAL. I then replaced the old .png with the other, IDENTICAL,new one, and the texture was just a pink square. It's like the .png and .mcmeta file weren't linked together or something, but I watched tons of tutorials and they never seem to"link them together" with each other, so I don't know why this happened. Can someone please tell me why the new .png didn't work?
I don't understand what the index does. Does the index represent it's placement in the text file or the index of the block/item frame?
O and does this work in 1.7.10+ still?
I believe that this is explained in the tutorial. Index is the number of the frame in your animation strip. The top frame is Index 0, the second frame is Index 1, and so forth.
The clock and compass no longer function as they did when this tutorial was created, but the rest of this tutorial is still current.
I hope that helps you.
I guess you meant index is the index frame of the picture?