animation options
Coming from Model Engine
Model Engine’s spelling parses unchanged:state{s=attack;li=2;lo=2} is animation{name=attack;lerpin=2;lerpout=2}. A Model Engine model{mid=…} line on an imported mob becomes the mob’s model: field instead; see MythicMobs.
Notes
- Targets with no model are skipped silently, so one skill can be shared between modelled and plain mobs.
- An animation the model doesn’t have does nothing, so a typo shows up as nothing happening.
/le test <mob> <animation>autocompletes the real names and plays one without any effect lines. - The model is attached before
+onSpawnruns, so animating a mob the moment it appears works. - How fast the automatic animations (
idle,walk, …) play is a mob field,animation-speed; see Mob Stats. - The reverse direction, running a skill from a frame of an animation, is a keyframe in Blockbench: see Animating Your Model.
- Addons can drive animations directly through the engine’s own API; see Models & Animation.
