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Visual Events
Visual Events control camera behavior and advanced visual effects during an animation.
Unlike particle events, these effects are generally tied to the player, the animated entity, or the camera and may require additional client-side rendering logic.
Like every animation event, each entry uses the generic event wrapper (type, side, start/process, params). This page focuses only on the events available in this category and the parameters contained in params.
๐ก All events on this page are client-side unless otherwise specified.
| Event | Description | Required Side |
|---|---|---|
camera_transition |
Performs a scripted camera transition. | client |
white_afterimage |
Creates a white afterimage trail behind the entity. | client |
entity_afterimage |
Creates a translucent copy of the entity as an afterimage. | client |
fracture_ground |
Creates a ground-fracturing visual effect based on an animation joint. | client |
Starts a scripted camera transition during the animation.
The transition consists of an entry phase, a hold phase, and an exit phase. It is entirely client-side and does not directly affect gameplay or the entity's position.
Required side: client
| Field | Type | Description |
|---|---|---|
| id | String | Unique identifier for the camera transition. |
| offset | Vec3 | Camera position offset. |
| start_yaw | Float | Initial camera yaw. |
| target_yaw | Float | Target camera yaw. |
| in_interpolation | Camera Interpolation | Interpolation used while entering the transition. |
| in_transition_time | Long | Duration of the entry transition. |
| hold_time | Long | Time the camera remains in the held state. |
| out_interpolation | Camera Interpolation | Interpolation used while leaving the transition. |
| out_transition_time | Long | Duration of the exit transition. |
| is_absolute | Boolean | Forces execution if another camera provider is currently active. |
"in_time_events": [
{
"type": "camera_transition",
"side": "client",
"start": 0.0,
"params": {
"id": "lightning_spear",
"offset": [0.8, 1.0, -1.5],
"start_yaw": -2.5, "target_yaw": -10.0,
"in_interpolation": "ease_in_out", "in_transition_time": 500,
"hold_time": 1000,
"out_interpolation": "ease_out", "out_transition_time": 350,
"is_absolute": true
}
}
]Starts a scripted camera transition during the animation.
The transition consists of an entry phase, a hold phase, and an exit phase. It is entirely client-side and does not directly affect gameplay or the entity's position.
Required side: client
| Field | Type | Description |
|---|---|---|
| id | String | Unique identifier for the camera transition. |
| offset | Vec3 | Camera position offset. |
| start_yaw | Float | Initial camera yaw. |
| target_yaw | Float | Target camera yaw. |
| in_interpolation | Camera Interpolation | Interpolation used while entering the transition. |
| in_transition_time | Long | Duration of the entry transition. |
| hold_time | Long | Time the camera remains in the held state. |
| out_interpolation | Camera Interpolation | Interpolation used while leaving the transition. |
| out_transition_time | Long | Duration of the exit transition. |
| is_absolute | Boolean | Forces execution if another camera provider is currently active. |
"in_time_events": [
{
"type": "camera_transition",
"side": "client",
"start": 0.0,
"params": {
"id": "lightning_spear",
"offset": [0.8, 1.0, -1.5],
"start_yaw": -2.5,
"target_yaw": -10.0,
"in_interpolation": "ease_in_out",
"in_transition_time": 500,
"hold_time": 1000,
"out_interpolation": "ease_out",
"out_transition_time": 350,
"is_absolute": true
}
}
]Creates a white silhouette afterimage of the animated entity.
The event produces two visual traces:
- a perfectly aligned afterimage of the entity
- a secondary randomized afterimage that adds additional motion-blur-like movement
The effect is purely visual and runs on the client.
Required side: client
This event has no parameters.
"in_time_events": [
{
"type": "white_afterimage",
"side": "client",
"start": 0.15
}
]
โ ๏ธ Only available on Minecraft 1.21.1.
Creates an afterimage using the entity's normal appearance instead of a white silhouette.
The effect follows the same general rendering behavior as white_afterimage, but preserves the entity's original texture, colors, and appearance.
Required side: client
This event has no parameters.
"in_time_events": [
{
"type": "entity_afterimage",
"side": "client",
"start": 0.15
}
]Creates a ground-fracturing visual effect around a specified animation joint.
The effect uses the selected joint's position and the animation pose at a specified time to determine where the fracture effect appears. This makes it useful for impacts, landings, slams, and other attacks where the animation itself determines the position of the effect.
Required side: client
| Field | Type | Description |
|---|---|---|
| edge | Vec3 | Positional offset used for the fracture effect. |
| joint | String | Animation joint used as the origin of the effect. |
| radius | Float | Radius of the fractured ground effect. |
| pose_time | Float | Animation time used to sample the joint pose. |
"in_time_events": [
{
"type": "fracture_ground",
"side": "client",
"start": 1.25,
"params": {
"edge": [0.0, -0.2, -2.0],
"joint": "Root",
"radius": 2.0,
"pose_time": 1.2
}
}
]- These events are visual effects and do not directly modify gameplay state.
-
camera_transitionoperates on the player's camera and can temporarily override or interact with other camera providers. -
white_afterimageandentity_afterimageare rendering effects generated from the animated entity. -
entity_afterimageis currently 1.21.1-only. -
fracture_grounduses an animation joint rather than the entity's fixed position, allowing the effect to follow the animation's pose. - The event's
sidemust match the required side. Declaring these events on the server will not cause their client-side visual effects to execute.
EF: Extended Datapacks
๐ฆ Data
๐งฐ Core
๐๏ธ Visuals
- Zoom Types
- Weapon Models per Style
- Advanced Swing Trails
- Weapons Passive Particles
- Shader Effects I
- Shader Effects II
- Shader Effects III
โ๏ธ Combat
๐๏ธ Skill Builder
๐ ๏ธ Innate Builder
- Simple Innate Skills
- Holdable Innate Skills
- Conditional Innate Skills
- Conditional Data Innate Skills
- Conditional Holdable Innate Skills
- Sequential Innate Skills
- Per Combo Innate Skills
- Combo Innate Skills
๐ก๏ธ Animation Operations
- Animation Operations
- Animation Properties
โ๏ธ Third-Party