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Fallback Animations

Darien Gillespie edited this page Apr 8, 2023 · 4 revisions

In Beta 0.2.0 forward, it is possible to make a mob use fallback animations if you don't give the replaced model an animation file. If there is no animation file tied to a model, it will fallback to other animations as detailed below. It is notable that fallback animations require certain bones in order to function correctly.

GeckoLib Mobs

If a mob that you are replacing originally uses GeckoLib in the mod it is from, it will use the original mod's animation file if you do not supply your own. In order for the animations to work correctly, you must name the bones of your model the same names as the original model's bones. If the mod is open source, you can find the model file within the source. If not, it may be possible to find the model when decompiling the mod. Otherwise, you will have to contact the original mod developers.

Non-GeckoLib Mobs

If a mob is not originally GeckoLib, then some basic animations will be supplied for it. The list of full fallback supported animations is the same list of mobs as the extra support mobs found on the Home Page of this wiki. Any mobs not on the extra support list currently assume a humanoid structure. This wiki will be updated as this changes.

Below is the list of the bone names for the different currently supported mob types:

Humanoid Bones

Applicable Mobs Unsupported Mobs, Iron Golem, Zombie, Skeleton, Enderman
  • head
  • body
  • leftarm
  • rightarm
  • leftleg
  • rightleg
  • botharms - Only for Enderman, used when holding a block, optional
  • skull - Only for Enderman, top part of the head, raised when aggroed

Quadruped Bones

Applicable Mobs Creeper, Sheep, Pig, Cow
  • head
  • leftlegback
  • rightlegback
  • rightlegfront
  • leftlegfront

Chicken Bones

  • head
  • leftleg
  • rightleg
  • wingleft
  • wingright

Spider Bones

  • head
  • leftleg1
  • leftleg2
  • leftleg3
  • leftleg4
  • rightleg1
  • rightleg2
  • rightleg3
  • rightleg4

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