using animation makes body align with head
RyanCR03 opened this issue ยท 15 comments
Yea for the eating/drinking I did that to prevent the player stuffing the food into his ear or so, the shield is the main fix I've done this for. The compass is for the firstperson useability, but actually I might remove it there to make it equal to the maps.
Or to explain it the other way around: not all animations should do that. Now the question becomes, should maps do that? Personally I prefer it to be more dynamic since it looks a lot better. For the First-person Mod a point could be made that it's a lot simpler to use while walking/looking around if locked, so I guess making it an option there to lock the body for yourself when using a map/compass is a better idea.
I misread what you said earlier what I meant by the arm being too long was having the rotation lock on wouldn't stuff the food into the ear
Ah yea that was meant more in general. While eating the head shouldn't move left and right. I can probably make it an option then too, but especially in the context of the firstperson mod it made more sense to have it locked like that, to prevent the animation of stuffing the food into the eye/camera.
Yea I can't magically bend the arm, so this is as close as it gets(also what bedrock uses). I'd argue that it's better than nothing like vanilla java does.
and also can you add configs to stop some of the animations? i don't like the shield one...
I'll add configs for everything when also porting it to forge probably, for now the goal was it to keep it simple. The shield change is mostly to for the firstperson mod(since else your shield drifts around whereever), and to reflect how the shield ACTUALLY works with how it looks like.
ok, btw i found a bug where if you eat or shield in a boat you spin like crazy...