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Implement Mojang's Keyframe System
MerpisMe opened this issue ยท 9 comments
how is that even possible
mojang took what is quite possibly the worst and most unreadable approach to keyframes possible to all humankind
how is that even possible
mojang took what is quite possibly the worst and most unreadable approach to keyframes possible to all humankind
i know
the "easier" solution would be implementing catmull clark-type easing (smooth type keyframe in blockbench) to the current animation API, since all of the warden's animations use it @LIUKRAST
it'd also eliminate any need for ease ins or ease outs, and even completely eliminate back in and out. i just have no idea how it works.
...oh boy
Assuming they actually let you use idle and walk animations lmfao
Which will never happen
i tried to start on this yesterday, and long-story short, it is NOT worth it when AnimationAPI's right there
hopefully someday blockbench will add support for 1.19 keyframe stuff, but even then there needs to be much better documentation on how to use it first
1.19 keyframe stuff is identical to bedrock's animation system, it just doesn't have a molang parser
i tried to start on this yesterday, and long-story short, it is NOT worth it when AnimationAPI's right there
hopefully someday blockbench will add support for 1.19 keyframe stuff, but even then there needs to be much better documentation on how to use it first
1.19 keyframe stuff is identical to bedrock's animation system, it just doesn't have a molang parser
what's a molang parser
is that the .json animation stuff?
If so, I think GeckoLib might actually become good in 1.19, i'm sure they'd find out a way to use it
what's a molang parser
is that the .json animation stuff?
yeah, animations in bedrock use molang
If so, I think GeckoLib might actually become good in 1.19, i'm sure they'd find out a way to use it
...oh boy
...oh boy
Assuming they actually let you use idle and walk animations lmfao
Which will never happen
suprise! frog animations