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Animations
Darien Gillespie edited this page Jan 20, 2023
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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:
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animationName, length of animation in ticks (20 ticks per second) or "loop" if a looping animation - Description of when animation plays
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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)
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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 thataggressivedoes so that they can play at the same time; essentially thehurtanimation minus any bones thataggressivecontrols -
aggressive_idle, loop - Animates when the Zombie is aggressive and idle; same asidleminus the bones thataggressivecontrols -
aggressive_walk, loop - Animates when the Zombie is aggressive and walking; same aswalkminus the bones thataggressivecontrols -
sink, loop - Animates when the Zombie is in water
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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 ashurtminus the bones any of theaggressiveoraimanimations control -
aggressive_idle, loop - Animates when the Skeleton is aggressive or aiming and idle; same asidleminus the bones any of theaggressiveoraimanimations control -
aggressive_walk, loop - Animates when the Skeleton is aggressive or aiming and walking; same aswalkminus the bones any of theaggressiveoraimanimations control
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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)
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swell, 30 ticks - Animates when the Creeper is swelling up to explode
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scream_start, no specific time limit - Animates when the Enderman starts targeting a player (in Vanilla it opens its mouth); chains intoscream_loop -
scream_loop, loop - Animates when the Enderman continues targeting a player; chained afterscream_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 aswalkminus the boneshold_blockcontrols -
hold_block_scream_run, loop - Animates when the Enderman is holding a block and chasing a target; same asscream_runminus the boneshold_blockcontrols -
hold_block_idle, loop - Animates when the Enderman is holding a block and standing still; same asidleminus the boneshold_blockcontrols
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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 ashurtminus the bonesattackcontrols -
attack_idle, loop - Animates when the Iron Golem is attacking and idle; same asidleminus the bonesattackcontrols -
attack_walk, loop - Animates when the Iron Golem is attacking and walking; same aswalkminus the bonesattackcontrols -
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 afterstart_offer_flower
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sprint, loop - Animates when the Cow is running away from being damaged
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sprint, loop - Animates when the Pig is running away from being damaged
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sprint, loop - Animates when the Sheep is running away from being damaged -
graze, 40 ticks - Animates when the Sheep eats grass
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sprint, loop - Animates when the Chicken is running away from being damaged -
flap, loop - Animates when the Chicken is falling