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Plays animations from your Blockbench model on any trigger: a wind-up before an attack, a roar on spawn, a stagger when hurt.

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 +onSpawn runs, 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.