MCPE/Bedrock Fixed Player Animation (Beta 0.1.0)
version: 0.1.0 | File Uploaded: 12/13/2021
Have you ever been sick of Bedrock Edition's broken animations? This resource pack will fix the player animations! We'll keep trying to fix as many bugs as we can! Note: There may be a few bugs that are not currently present in vanilla. If you find a bug, we'd appreciate it if you'd contact us right away!
WARNING
I found a couple of YouTube videos showing my resource pack. I'm very happy. Thank you very much!
However, I would like to add that I found a few videos that may be misleading.
This resource pack is not a Java parity patch. Some of the animations and poses have been adjusted to match the Java Edition, but some use animations from the past Bedrock Edition. In fact, the left hand does not appear in the crossbow charge animation in the Java Edition.
NOTICE
Also, the plan was to make it open source in the future, but we are rethinking that a bit, so that may change.
This resource pack consists of my "hobbies", "interests", "spare time", and "anger".
This resource pack was created with the goal of fixing almost all the bugs present in vanilla. If there are any bugs that exist in vanilla and have not been fixed, we would appreciate it if you would send them to us via Twitter or in the comments on this page!
List of vanilla bugs fixed as of now:
--- 0.0.0 ---
## Third Person
001: attack animation is cut off in the middle.
002: right hand in the attack animation does not affect the direction the player's head is facing.
003: movement of the torso in the attack animation is too small.
004: left hand movement in the attack animation does not match that of the Java Edition.
005: direction of the attack animation arms during swimming is incorrect.
006: direction of the arms in the attack animation while gliding in Elytra is incorrect.
007: attack animation cannot be stopped when the item use animation is played.
008: arms do not swing up and down in the bob animation.
009: left leg does not swing up and down.
010: speed of the right and left hand bob animations are slightly inconsistent with Java Edition.
011: direction of the bow is not slightly tilted when you are holding it.
012: direction of the arm when using the bow is slightly off [Animation - Humanoid code].
013: holding the bow upside down.
014: When using a bow while gliding in Elytra, the direction of the arm does not match the direction of the player's head.
015: arm does not swing up and down while charging the crossbow.
016: crossbow is floating a bit.
017: direction of the arm while charging the crossbow is slightly off [same code as the bow (experimental)].
018: position of the player in flight in Elytra is not set to the center of the torso.
019: There is no delay in turning your head when looking at the camera as there is in Java Edition.
020: The player's head angle limit is now -90 ~ 90, which is greater than the Java Edition (at the moment it is -56 ~ 56, which is probably incorrect).
021: When the direction of the torso changed, the limbs stopped moving.
022: When he took damage, his limbs stopped moving.
023: The animation when eating or drinking a potion is not smooth.
024: Eating or drinking a potion does not affect the direction the player is looking.
025: The torso is slightly out of position during the sneak.
026: During the sneak, the position of the head changes according to the direction of the torso.
027: Both feet are slightly out in front of each other during the sneak.
028: Both hands are not slightly forward during the sneak.
029: The center of the player in the swim is not the torso.
030: Keep both hands and feet moving during swimming.
031: When you hold the spyglass, if you look more than 45 degrees, the direction of your head will not stop there (otherwise your arm and binoculars will shift a lot)
## First Person
032: Attack animations are not smooth and do not match the Java Edition.
033: attack animation for the arms when holding the map with both hands is completely off.
034: When holding the map in one hand, the timing is slightly off when moving forward.
035: Attack animations for Attachable items seem to slide sideways. - The fix is in the testing phase.
036: crossbow does not bob up and down while charging it.
037: When you have a crossbow, it's always set to the right, even if you don't have a shield in your off hand.
038: Breathing bob for Attachable items is too slow.
039: Breathing bob for Attachable items is too strong.
040: "change in orientation" has disappeared from the Attachable item breathing bob.
041: breathing bob of the crossbow is no longer shaking left and right.
042: code for the bow animation is a little weird (B: 1000 * 1.3 -> A: 1300).
043: swaying animation when using the bow is already strong when you start using it.
044: scale does not extend when using a bow.
045: bow is constantly shaking.
046: The direction of the empty bare hand is not correct and it appears to be low and small in height.
047: Changes in the magnitude of the bob caused by changes in the strength of the walking animation are too slow (e.g., dash animation -> arm position returns very slowly until it stops. The opposite is also slow).
048: The walking animation bobs left and right significantly.
049: Despite the fact that there is a changelog that says the trident has been fixed to match the way it is held in Java Edition, the height is too low and the orientation is slightly off.
050: Sudden shaking immediately after the setup animation when using the trident is finished.
--- 0.1.0 ---
051: Made the crossbow charge animation look like a combination of Java Edition and Bedrock Edition. Looks good, right?!?!?!??!?!?!?//1/
-> 052 The crossbow will now move to the center of the screen while charging.
-> 053 The crossbow now bobs up and down while charging.
054: Made the attack animation when holding the shield closer to 1.16.200.
055: Made the attack animations closer to Java Edition from Bedrock Edition 1.12.1; the animations in 1.12.1 look completely broken, which is not appropriate for this resource pack.
056: Fixed an issue where the walking animation of some attachable items was too weak, making them more like other items.
057: Fixed an issue where changes in arm position in walking animations would affect the client-side frame rate.
058: Fixed an issue where the arms would not smoothly return to their original orientation when switching between swimming animations.
059: Bug with bow always shaking [yes].
060: Fixed a slight problem with the orientation of the first-person crossbow. Minor adjustments will be made in the future.
061: The pull animations for bows, tridents, and crossbows have been doubled from 1.17.0.
062: Removed Herobrine's technical animations.
063: Bob animations are now randomly offset.
Crossbow.
Map.
and more!
Checked Minecraft Version:v1.18.0
Credit
Based Code/Files - Minecraft(Microsoft[ https://microsoft.net/ ], Mojang Studio[ https://mojang.com/ or https://minecraft.net/ ])
Players:
First Person - v1.17.2
Third Person - v1.17.2
Attachabled Items:
Bow - v1.17.32
Shield - v1.17.2
Trident - v1.17.32
Crossbow - v1.17.2
Spyglass - v1.17.2
MoLang Document:
Bedrock developer wiki: https://bedrock.dev/docs/stable/Molang
Using Code:
Based First Person Attack Vaule / Java Edition Hand Rot / Pos - Captain Jerome ( https://twitter.com/i/status/1366258606761410561/)
Based Spyglass Code - MCPE4theBeacon ( https://bugs.mojang.com/browse/MCPE-125785)
Please read either the readme_en.txt in the resource pack folder before using it (readme_ja.txt is for Japanese).
使用する前にreadme_ja.txtファイルをお読みください(readme_en.txtは英語を喋れる方向け)。
(´・ω・`)
日本語翻訳も入れるととんでもない文字数になるのでパックインポートした後日本語翻訳のファイル見てください。
--- 0.1.0「kumaa」 ---
< WARNING >
・Maybe you have to enable the "Experimental Molang Features" toggle to get the content error log. We cannot confirm this at the moment, so it should not be a problem.
・I don't know if I'll be able to update the next resource pack before I update to 1.18.0, so I'm writing this now:
There may be new queries that will be added or removed in 1.18.0. The resource pack may break or not be able to be updated to the new animation immediately.
-> I had no problem getting it to work with 1.18.0. It works fine. ?
・Issues received in comments:
C1: Non-player mob animations are slow.
R: This resource pack doesn't edit any scripts or animations other than the player and Attachabl items, and even if a variable is broken, the query shouldn't be broken, so the animation can't be slowed down. It could be another resource pack, a low spec device, or a vanilla bug.
C2: The horse becomes an old model.
R: I checked the files, but could not find any files that might be causing the problem. It is more likely that some other resource pack is causing the problem.
[I'll add more as they come to my attention in the future].
・Also, there are quite a lot of bugs that I fixed, but I don't think most of them made it into the changelog because I rewrote them once. There were so many that I forgot about them.
< Fixed mistakes outside player animation >.
・I have fixed the problem that the name and description of the pack was left in a temporary state, and the icon was left unset so that it would be the image used when the texture was not found. Sorry about that.
< Changed >
・The variable used for the swimming animation has been changed back to "variable.swim_amount".
< Removed >
・Removed "Sword Guard" which was added by mistake. I plan to re-add it in the future so that it can be set to be enabled in the config. However, the feature is not available.
・Removed unused/unnecessary configs.
・The code to force the binoculars to match the Java Edition and to hold them the same way as the Bedrock Edition has been left unused in the comment layout.
・Removed the ability to adjust the strength according to the item from the walk animation.
< Changes only inside the pack >
・The animation code for walking animations has been separated and is now easier to understand. The number of bugs seems to have been reduced slightly.
・For some reason, I started using Math.clamp for code that was written in a distant way.
< Fixed a bug when applying the pack. >
・Fixed an issue where the bow was positioned a little too far back.
・Fixed an issue where the head would shake when the attack animation played when sneaking.
・Fixed an issue where the torso was not perfectly centered while swimming.
・Fixed an issue where the hand position changes in the walking animation could be slightly off.
・Fixed an issue where the timing of the arm and head orientation changes were slightly different when holding spyglass.
・Fixed an issue where the arm position change animation in the first-person attack animation was not smooth and would suddenly change position.
・First-person attack animations have been further tweaked to bring them closer to Java Edition.
・Adjusted the attack animation of first-person attachable items to make them closer to other items.
・The attack animation for spyglass now plays the same animation as the empty hand, since the item-specific attack animation didn't look good.
・Tweaked the angle and position of the arm when holding the map.
-> The angle of the arm when holding the map in the main hand and off-hand is now closer to that of Java Edition.
・Tweaked the angle and position of the attack animation when holding the map.
・Changed the direction of the arm when holding the crossbow to the same angle as the vanilla pillager.
・Fixed an issue where changes in the position of the shield animation would affect the client-side frame rate.
・Fixed an issue where damage animations would affect the client-side frame rate.
・Fixed an issue where the walking animation when the torso orientation changes would affect the client-side frame rate.
・Fine-tuned the orientation of the arm when holding the map. It now changes smoothly. More tweaks will be added in the future.
・Adjusted the offset of the torso during swimming to match that of Java Edition.
・Crossbow charge animations have been adjusted to match 1.12.1.
・Tweaked the first-person view position of the crossbow.
・Adjusted the position of the player's head during sneak to be 2px lower.
・Fixed the walking animation when carrying spyglass.
・Fixed the scale and z-coordinate of the bow, and made the bespawz position, walking animation, and switching animation closer to the other items.
・Fixed the scale and z-coordinate of the crossbow, and made the walking and switching animations closer to other items.
・When holding a crossbow, the lead will now be displayed from the center of the screen if there is no shield in the offhand.
・Fixed the position and z-coordinate of the trident, and made the base pose, walking animation, and switching animation closer to other items.
・Changed the strength of the bob animation for both hands to be 0.975 when holding the map with the off-hand and main hand. The strength of the bob animation for both hands has been changed to 0.975 when holding the map in the off-hand and main hand. This is to improve the feeling of discomfort when walking.
・Added an animation for the arms to move from bottom to top when using items, to match the Java Edition. This was added to match the blocking animation of the shield.
Translated with www.DeepL.com/Translator (free version)
< From other editions of Parity >
・The position of the bow pull animation when it plays has been aligned to vanilla.
・The entire bow pull animation has been made consistent with Java Edition.
-> I made the strength of the up and down shaking closer to that of Java Edition.
・Tweaked the way the first-person trident is held to make it closer to Java Edition.
< Bugs fixed from vanilla >
051: Made the crossbow charge animation look like a combination of Java Edition and Bedrock Edition. Looks good, right?!?!?!??!?!?!?//1/
-> 052 The crossbow will now move to the center of the screen while charging.
-> 053 The crossbow now bobs up and down while charging.
054: Made the attack animation when holding the shield closer to 1.16.200.
055: Made the attack animations closer to Java Edition from Bedrock Edition 1.12.1; the animations in 1.12.1 look completely broken, which is not appropriate for this resource pack.
056: Fixed an issue where the walking animation of some attachable items was too weak, making them more like other items.
057: Fixed an issue where changes in arm position in walking animations would affect the client-side frame rate.
058: Fixed an issue where the arms would not smoothly return to their original orientation when switching between swimming animations.
059: Bug with bow always shaking [yes].
060: Fixed a slight problem with the orientation of the first-person crossbow. Minor adjustments will be made in the future.
061: The pull animations for bows, tridents, and crossbows have been doubled from 1.17.0.
062.5: Removed Herobrine's technical animations.
063: Bob animations are now randomly offset.
< Animations we're trying to fix from test vanilla. >
001: Fixes an issue where the torso is not facing the correct direction during a backstep.
002: Bed model is not 3D <! Player only! >
< Super experimental sub-pack >
001: Adjusted the way items are held in the first person view. It's still broken, but I don't need to work on it at the moment, so it stays that way.
002: Adjusted the way third-person items are held, see 001.
003: First-person meal animation has been applied to "Bucket of Milk", see 001.
< Bugs that were deemed impossible to fix in this version due to time constraints. >
001: Can't see the crossbow Pillager is holding [since 0.0.0 BETA] -> Unknown cause
< Added >
001: Added config "variable.ksf_config_use_nostalgiamode" to reproduce Minecraft Alpha's arm animation. Not in demand. I added it on a mood.
002: Added config "variable.ksf_config_use_experimental_animations". It makes experimental animations play faster.
003: Added config "variable.ksf_config_based_minecraft_edition". It makes changes to animations and poses that cannot be determined if they are vanilla parity differences or bugs. Some Attachable items have also been added separately (spyglass as of 0.0.1 BETA).
004: Added config "variable.ksf_config_swimming_like_java_offset". This variable is related to swimming motion, but will be removed soon as there is no demand for it.
005: Added config "variable.ksf_config_enable_hand_bob_enabled_view_bobbing". It will play the bobbing animation of the data-driverized bone when screen bobbing is enabled.
006: Added config "variable.ksf_config_enable_hand_bob_disabled_view_bobbing". It will play the bobbing animation of the data-driverized bone when screen bobbing is disabled.
007: Added config "variable.ksf_config_disable_breathing_bob", which allows you to set the Attachable item's breathing bob not to play.
008: Added config "variable.ksf_config_enable_original_parity" to fix some animations that exist in both Java Edition and Bedrock Edition, but look unnatural. So far, not much has changed.
009: Added config "variable.ksf_config_enable_camerabobo_handbob". It plays the hand bobbing along with the shaking of the screen.
010: Added config "variable.ksf_config_p_is_baby". It makes the player appear as a baby only on the client side.
011: Added config "variable.ksf_config_3d_bed" to test the 3D bed. It is deprecated at this time because it cannot get damage values.
< considering deleting it. >
001: Even the angle of the bow of skeletons, zombies, and other humanoids would be modified.
002: Pillager's crossbow would also be in the correct orientation.
Installation
If you want to zip it, replace ".mcpack" in the downloaded file with ".zip".
もしzipファイルが必要であれば「.mcpack」っていう文字を「.zip」に置き換えてくださいです。
creator: https://twitter.com/eaglengs