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AzureLib and GeckoLib

YamiKhal edited this page Oct 17, 2026 · 1 revision

Already have animations made with the AzureLib or GeckoLib Blockbench plugin? They load as they are. Drop the .animation.json into an emote pack, or include it from where it already is.

Support is partial: it works for humanoid animations, not every rig out there.

The rig

The animation has to be made on a humanoid rig with pivots like vanilla's: head at the neck, arms at the shoulders, legs at the hips. Creature rigs (four legs, wings, tentacles) can't be put on a player.

Bone names

Besides the Template's names, these work:

Their name Becomes
bipedHead, armorHead head
bipedBody, armorBody torso
bipedRightArm, armorRightArm, arm_right right_arm
bipedLeftArm, armorLeftArm, arm_left left_arm
bipedRightLeg, armorRightLeg, leg_right right_leg
bipedLeftLeg, armorLeftLeg, leg_left left_leg
root body (the whole player)

Case, _ and - don't matter, so RightArm, rightArm and right_arm are all the same bone.

bipedBody is the torso, the template's body is the whole player. If an animation has both a template name and one of these for the same bone, the template name wins.

Any other bone (boots, tails, weapons) becomes a prop bone, see Animated Props.

Animation names

animation.model.attack becomes attack, and characters an id can't have become _ (Attack 1 is attack_1).

Includes

AzureLib's includes work. Use animations of any mod or resource pack without copying them, only the ones you list become emotes:

{
  "includes": [
    {
      "file_id": "somemod:animations/knight.animation.json",
      "animations": ["animation.knight.salute"]
    }
  ]
}
  • file_id is a path under assets/, like in AzureLib. Without a namespace it's the including file's.
  • No animations list takes all of them.
  • The file's own animations win over included ones with the same name.
  • Included files can include further, 8 deep at most.
  • In server packs, only files inside the server's emote packs get sent. Other paths come from the player's own resources (another mod's assets work if the player has that mod).

What works

Easing - every GeckoLib / AzureLib easing, catmullrom and step as easing too
Molang - including player queries, see Animation Features
Effect keyframes - sounds and particles, see Sounds and Particles
Broken animations - skipped with an error in the log, the rest of the file still loads

What doesn't

Timeline keyframes - skipped, they only mean something to the mod that made them
Their .geo models as props - only items and blocks can be props for now

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