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Animation Registry

Sleys edited this page Jul 31, 2026 · 6 revisions

Animation Registry allows you to register entirely new Epic Fight animations through datapacks.

Unlike Animation Configuration, which modifies an existing animation, or Animation Virtualization, which creates a clone of one, the registry creates a completely new animation that can later be referenced by skills.


⚙️ Option A: Local Config Folder

Use this path if you want the setup to be easily accessible/editable by servers or pack devs.

  • Path: .minecraft/config/epicfight_edp/animations/registry/.json
  • ⚠️ Rule: You MUST explicitly declare the mod_id field inside the JSON when using this folder.

📦 Option B: In-Jar (Bundled Data-Driven)

Use this path to ship categories natively pre-configured inside your mod jar file or data-driven setup.

  • Path: ./data_driven/<mod_id>/animations/registry/*.json
  • 💡 Rule: The mod_id field can be safely omitted inside the JSON because the directory's namespace acts as the fallback signer automatically.

📚 Supported Animation Types

The type field determines which Epic Fight animation class will be created.

Type Epic Fight Class
static StaticAnimation
movement MovementAnimation
action ActionAnimation
attack AttackAnimation
combo_attack BasicAttackAnimation
dash_attack DashAttackAnimation
air_attack AirSlashAnimation
aim AimAnimation
dodge DodgeAnimation
guard GuardAnimation
hit HitAnimation
knockdown KnockdownAnimation
long_hit LongHitAnimation

💡 combo_attack, dash_attack, and air_attack all inherit from AttackAnimation, meaning they use the same JSON structure.


📋 Common Fields

Most animation types share a common set of parameters.

Field Type Description
type String Animation type to register.
transition_time Float Blend time when entering the animation.
animation String Animation file path post animations (./assets/<name_space>/animmodels/animations/*).
armature Resource Location Armature used by the animation.

💡 Some animation types introduce additional fields!


🎬 Type-Specific Parameters

Static / Movement

Field Type Description
is_repeat Boolean if the animation needs to be repeated

Action

Field Type
delay Float

Dodge

Field Type Description
width Float Width of the entity's hitbox when running the animation
height Float heightof the entity's hitbox when running the animation

Guard

Field Type
lock_time Float

Aim

Field Type
is_repeat Boolean
animation_mid String
animation_up String
animation_down String
animation_lying String

Attack-Based Animations

The following animation types all use the same structure

  • attack
  • combo_attack
  • dash_attack
  • air_attack

In addition to the common fields, they require a phases array.

See

for a complete explanation of attack phases.


📄 Example

{
  "type": "combo_attack",
  "transition_time": 0.1,
  "animation": "biped/combat/greatsword_twohand_auto_1",
  "armature": "epicfight:entity/biped",

  "basis_attack_speed": 0.75,
  "cancellable_movement": false,

  "phases": [
    {
      "antic": 0.0,
      "pre_delay": 0.3,
      "contact": 0.6,
      "recovery": 1.0,
      "hand": "main_hand",

      "colliders": [
        {
          "joint": "Tool_R"
        }
      ]
    }
  ]
}

🧩 Animation Properties

Every registered animation may include additional properties depending on its inheritance hierarchy.

Animation Type Available Properties
StaticAnimation Animation Static Properties
ActionAnimation Animation Action Properties
AttackAnimation Animation Attack Properties
Attack Phases Animation Attack Phase Properties

Properties are merged directly into the animation JSON and do not require an additional wrapper object.


⚠️ Notes

  • Every registered animation receives its own unique animation ID.
  • Registered animations can be referenced by any system that accepts Epic Fight animations.
  • Attack-based animations require at least one phase.
  • combo_attack, dash_attack, and air_attack share the same JSON layout as attack.
  • Additional behaviors are added through the various animation property systems documented in the following pages.

EF: Extended Datapacks

📦 Data

🧰 Core

👁️ Visuals

⚔️ Combat

🗝️ Skill Builder

🛠️ Innate Builder

🗡️ Animation Operations

⚙️ Third-Party

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