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Animations

Darien Gillespie edited this page Apr 8, 2023 · 15 revisions

Animation names in JEMs are important. If your animation names do not match the expected names, your animations will not run. This page will describe the general animations that are included for all mobs as well as specific animations for every mob that has extra animations beyond these shared ones.

Format on this page:

  • animationName, length of animation in ticks (20 ticks per second) or "loop" if a looping animation - Description of when animation plays

GeckoLib Mobs

In Beta 0.2.0 forward, if you are replacing a mob that originally used GeckoLib in the mod it comes from, the original list of animations will be used. In this case, the list of animations here is irrelevant and you will need to consult the source of the original mod. If the mod is open-source, you should be able to find the animation file in the source code and see what the names of the animations are. If it is closed-source, you may be able to decompile it and find the same information. Otherwise, you will have to contact the original mod's author.

All Mob Animations

  • death, 20 ticks - Animates the mob dying (replaces the Vanilla falling over animation)
  • hurt, 10 ticks - Animates when the mob takes damage
  • idle, loop - Animates while the mob is standing still
  • walk, loop - Animates while the mob is moving on land (all mobs excluding Spider, which has its own variants)
  • swim, loop - Animates while the mob is in water (all mobs excluding Zombie, Skeleton, Enderman, and Iron Golem)

Zombie Animations

  • aggressive, loop - Animates when the Zombie is aggressive towards an enemy (Vanilla raises the arms)
  • aggressive_hurt, 10 ticks - Animates when the Zombie is aggressive and hurt; doesn't control any of the bones that aggressive does so that they can play at the same time; essentially the hurt animation minus any bones that aggressive controls
  • aggressive_idle, loop - Animates when the Zombie is aggressive and idle; same as idle minus the bones that aggressive controls
  • aggressive_walk, loop - Animates when the Zombie is aggressive and walking; same as walk minus the bones that aggressive controls
  • sink, loop - Animates when the Zombie is in water

Skeleton Animations

  • aggressive_melee, loop - Animates when the Skeleton is not holding a bow and is aggressive
  • aggressive_bow, loop - Animates when the Skeleton is holding a bow and is aggressive
  • aim, loop - Animates when the Skeleton is drawing back the bow
  • aggressive_hurt, 10 ticks - Animates when the Skeleton is aggressive or aiming and hurt; same as hurt minus the bones any of the aggressive or aim animations control
  • aggressive_idle, loop - Animates when the Skeleton is aggressive or aiming and idle; same as idle minus the bones any of the aggressive or aim animations control
  • aggressive_walk, loop - Animates when the Skeleton is aggressive or aiming and walking; same as walk minus the bones any of the aggressive or aim animations control

Spider Animations

  • walk_neutral, loop - Animates when the Spider is walking and neutral towards players (e.g. during the day)
  • walk_hostile, loop - Animates when the Spider is walking and hostile towards players (e.g. during the night)

Creeper Animations

  • swell, 30 ticks - Animates when the Creeper is swelling up to explode

Enderman Animations

  • scream_start, no specific time limit - Animates when the Enderman starts targeting a player (in Vanilla it opens its mouth); chains into scream_loop
  • scream_loop, loop - Animates when the Enderman continues targeting a player; chained after scream_start
  • scream_run, loop - Animates when the Enderman is chasing a target
  • hold_block, loop - Animates when the Enderman is holding a block
  • hold_block_walk, loop - Animates when the Enderman is holding a block and walking; same as walk minus the bones hold_block controls
  • hold_block_scream_run, loop - Animates when the Enderman is holding a block and chasing a target; same as scream_run minus the bones hold_block controls
  • hold_block_idle, loop - Animates when the Enderman is holding a block and standing still; same as idle minus the bones hold_block controls

Iron Golem Animations

  • attack, 10 ticks - Animates when the Iron Golem attacks an entity
  • attack_hurt, 10 ticks - Animates when the Iron Golem is attacking and hurt; same as hurt minus the bones attack controls
  • attack_idle, loop - Animates when the Iron Golem is attacking and idle; same as idle minus the bones attack controls
  • attack_walk, loop - Animates when the Iron Golem is attacking and walking; same as walk minus the bones attack controls
  • start_offer_flower, max length 400 ticks - Animates when the Iron Golem is starts holding out a poppy
  • offer_flower_loop, loop - Animates while the Iron Golem continues to hold out a poppy; chained animation after start_offer_flower

Cow Animations

  • sprint, loop - Animates when the Cow is running away from being damaged

Pig Animations

  • sprint, loop - Animates when the Pig is running away from being damaged

Sheep Animations

  • sprint, loop - Animates when the Sheep is running away from being damaged
  • graze, 40 ticks - Animates when the Sheep eats grass

Chicken Animations

  • sprint, loop - Animates when the Chicken is running away from being damaged
  • flap, loop - Animates when the Chicken is falling

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