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Animations

Darien Gillespie edited this page Jan 14, 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

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
  • swim, loop - Animates while the mob is in water (all mobs excluding Zombie, Skeleton, 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, loop - Animates when the Enderman is targeting a player (in Vanilla it opens its mouth)
  • scream_run, loop - Animates when the Enderman is chasing a target

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

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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