How to make minecraft animation

How to make minecraft animation

Entity Modeling and Animation

In this guide, we’ll go through the basics of creating a model and creating animations for Minecraft: Bedrock Edition. As an example, we’ll model and animate a small robot, which was started in the Introduction to Add Entity article.

In this tutorial you will learn the following:

Requirements

It’s recommended that the following be completed before beginning this tutorial.

Model

Models in Minecraft use a specific format that uses JSON to define the shape. Each model uses a texture that can be assigned through render controllers.

To create the model and texture, we’re going to use Blockbench, a 3D modeling program that can create models for the Bedrock Edition of Minecraft.

Setting Up the Model

When you first open Blockbench, you’ll see a list of available model formats. Select Bedrock Model. You’ll see a dialog about the basic settings for the project.

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We can leave the field for the file name empty for now as we’ll later define it when we export the model. The Box UV setting and the texture size can also be left at default because we’ll change them later. The confirm button will save these settings.

Bone Structure

The first thing to consider when making a model is the bone structure. Bones are the part of the model that can be animated, and they can be arranged in an arbitrarily deep hierarchy. Each bone itself is invisible but can contain cubes that will shape the model.

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A good practice is to use a root bone for each model and put everything else inside it. This means that you’ll later be able to animate the entire model at once, as well as specific parts of it. Create a new group in Blockbench. “Groups” and “Bones” are essentially the same in this context.

You can right-click the group or press F2 to rename it. The name for a bone should be snake_case (so only including lower case letters, numbers, and underscores). Each bone name has to be unique for future reference through animations.

While we build up the model in the following steps, make sure the structure is set up correctly. You can drag around groups to change the order or drop them into other groups. This screenshot shows the correct bone structure of the finished model.

Shape

You can now start to create the shape of the model. Create new cubes and use the move, resize, and rotation tools to adjust it. A trick to add cubes faster is to select an already positioned cube and press Ctrl + D (duplicate) to get a copy.

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You can move cubes more precisely by holding either shift, control, or both at the same time. Depending on the modeling style, it can make sense to completely stick to the grid or only move the cubes in half or quarter increments.

Bedrock Edition models use Box UV mapping by default. That means that the texture mapping will only use full numbers and will round down to a smaller number if necessary. To avoid stretched or invisible faces, make sure the size of cubes sticks to full numbers.

If you’re working on symmetrical parts like limbs, create them on the right-hand side first and mirror them to the left later. You can either mirror them before or after creating the texture depending on whether you want the same texture on both sides.

When you’re creating bones for moving parts of the model, always think about which point the part should rotate around. Select a bone and press P to get the Pivot tool. This tool allows you to move the pivot point of the bone. You can also use this tool on cubes if you want to rotate those around a specific point.

Texturing

Templates

Once the shape of the model is done, you can create a texture template. The template is a texture that has a unique space for every cube and every face of the model. You can also UV map cubes manually, but creating a template does the work for you and finds the most space-efficient layout. Remember that Minecraft doesn’t like high-resolution images.

When creating a texture, enter robot as the texture name and check the Template option. In the template dialog, select your resolution. 16x is the default resolution of Minecraft, but you can go higher if you want.

Base Color

Once the template is created, you can move to the Paint tab in Blockbench. This will reveal all the tools you have to modify the texture. Select the Paint Bucket tool and set the fill mode next to the tool to Cube. Select a color in the color panel on the right side. Now you can go over your cubes and color them in individual base colors.

Details

You can now start to work on the texture. If you’re more comfortable with texturing in your image editing program, you can now save the texture by clicking on the save icon next to the texture. Then, you can open it in your image editor. Any changes will appear in Blockbench as soon as you save the texture. But, if you prefer to work directly on the model, you can use the built-in paint tools in Blockbench.

There are a few tricks to use the paintbrush in Blockbench more efficiently:

Animations

Animations can animate the shape of your model, but they can also play sounds and particle effects. In the following section, we’ll take a look at how to add an animation to your entity, how to create your own animation in Blockbench, and finally, how to use animation controllers.

Using Default Animations

The vanilla resource pack contains generic animations that you can reference in your own pack without actually copying the files. These animations can be a good starting point for vanilla-like entities, but of course, custom animations are a lot more powerful. You can find all vanilla animations in the vanilla resource pack here.

In this example, we’ll be using the look at animation. This animation will rotate the “head” bone. That’s why it’s important that the head of the model uses the exact same name.

Also, the entity will need a look at component in its behavior file. These are the looking components from the cow. You can play around with the numbers if you like.

Now that the behavior is set up, we’ll head to the client entity file. Make sure that the format version for this file is set to 1.10.0 or higher for this to work.

First, let’s link the animation. This is done in the animations section in the description tag of the entity. The second part here ( animation.common.look_at_target ) is the global identifier of the animation. This name is defined in the animation file and is valid anywhere in this pack or any other pack. The first part ( look_at_target ) is the short name. This is how we reference the animation within the entity file, and it’s only valid in the scope of this entity.

Now, we need to play the animation. For simple animations that are always active while the entity exists, this is as simple as listing the short name in the scripts/animate array in the client entity file.

If you now test the robot in-game, you’ll see that it will turn its head and look around.

Creating an Animation

In the add entity guide, we created a small driving animation for the robot. Let’s now create an animation that plays when the robot loses the ground under its feet (wheel). Before creating an animation, always check if there’s a way to trigger it. We can easily trigger a lose-balance animation for this because we can just use the Molang query query.is_on_ground to test when the robot no longer touches the ground.

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Once you have set up the animation, you can start animating. Select the root bone of your entity. Move your time cursor in the timeline to 0 seconds and click the plus icon next to Rotation. This will create a new keyframe at the new position. Now move the cursor to about 0.2 seconds. Select the rotate tool and rotate the whole robot to the left slightly. This will automatically generate a new keyframe. On the left side of the screen, you can see the values. Rotate it to about 10 degrees.

Now move forward in time to about half a second and rotate the root bone to the other side. Finally, move to 1 second and rotate it back to 0.

If you now move the cursor to the beginning and press play, you’ll see a short sway animation. Now that you know how to animate, you can refine the animation and, for example, let the antenna swing a bit.

Now reference and play the animation in the client entity file as we’ve done with the look at animation. But now we’ll only play the sway animation under the condition that the robot isn’t on ground. This will look something like this:

If you now spawn a robot and push it down an edge, the animation will play. But it will only play once.

We can use this behavior quite well for static or looping animations that have no beginning and no end. But if we want to start the animation every time the query changes, we need a different approach. This is where animation controllers come in.

Animation Controllers

Animation controllers work with states. An animation controller can have an unlimited number of states. Only one of these states is active at a time. The controller can transition to other states through Molang expressions. Each state can play a distinct set of animations, sounds, and particle effects.

Each time the entity is loaded by the client, for example, when joining a world, the animation controller starts in an initial state. This state is called default by default.

Now, we need to create an initial state. This state is called default by default. The animation controller will always start in this state when the entity is loaded. For example, after rejoining the world.

The only job of this state is to transition to the swaying state once the entity is no longer on the ground. We’ll use a transition for this. The controller will switch to that state as soon as the query.is_on_ground query is no longer true.

Now, we’ll add the swaying state. This state will play the swaying animation and after that, reset the controller by going back to the default state. We can use the query query.all_animations_finished to only transition after the animation has played. This query will only return true once all animations of the current state have finished playing. In addition, we will test if the entity is on the ground again.

Now we need to link the animation controller to our entity. Animation controllers can be linked the same way as animations in the client entity file. The controller is linked in the animations section and played in scripts.

If you test this in-game, the animation now works more than once. But, depending on the length of your animation, you might notice that if the robot loses the ground two times with a short interval, the second time it won’t play the animation. That’s because the first animation hasn’t finished yet, so the controller hasn’t been reset to the default state.

We’ll take a look at a different solution that would solve this problem. By removing the all_animations_finished query, we’ll quit the swaying state as soon as the entity lands again. If we test this again, the animation will stop very abruptly.

Ultimately, which solution is best depends on the use case. In this example, the animation fades out smoothly once the robot lands on the ground again.

What’s Next?

We’ve now learned how to create a model that’s ready for animations and how to texture it. We’ve also linked an existing animation to the model and created our own animation in Blockbench.

If you want to add more functionality beyond the looks of the entity, then check out the tutorial on entity behaviors.

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How to Animate Minecraft

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Introduction: How to Animate Minecraft

Check out my youtube channel!

On my channel, ill be going over animating and tutorials soon!

How to animate!

In this project im not going to be going over everything about animating. Because there is so much that goes into it! Now, dont get discouraged, you dont need much skill, or equipment, to animte. Now the first thing we are going to go over is programs. Now in this topic we are going to talk about minecraft animation. And the programs needed. There is many programs you can use for animating, but im going to list the best for beginners. All you need is a relativly fast computer, and some basic computer skills, such as, clicking, draging, finding files, and saving files. Thats it!

What you need.

Step 1:

Install and run!

Now that you have the program picked out, it is time to download, and install. Don’t worry, There is no virus. Simply click on the program you want and save it to your desktop.

This program I highly suggest for beginners! Its very easy to use! And this is completely free!

This program is awsome! I use Blender on my youtube channel! It is rather difficult to use, however, you will get way better results than the free program mineimater. I suggest this for people familiar with computer.

Now run it!

I ‘am not going to give you a full tutorial, but there is many tutorials for every program out there! search it in youtube! they all work the same basic way. Keyframing, simple walks, punches, kicks, falls and everything you can think of is the basic way to animate.

Animating is’nt about getting famous. Its about having fun! So download a program, get the look and feel for it, and have fun!

Step 2:

Animating

Animating is about patience. Dont freak out and quit because a animation didnt turn out to good. Trust me, i have done that 10238394869580348560 times! There is a really basic logic behind animating. Timing, scales, and poses.

(WILL BE UPDATED)

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This first tutorial of the Minecraft Animation Maker Series is very easy because the goal is to explain the basic concepts and to show how fast you can make an animation with this free and easy-to-use program.

It is the secret for a successful learning: staying motivated because you can make Minecraft animations quickly.

Each tutorial of the Minecraft Animation Maker Series will focus on a specific concept. Beginners can learn what they want and are not overwhelmed with too much information.

You can find more details, animations and Minecraft animations tutorials on my website:
www.minecraft-animation.com

Mine-imator is very user friendly and it’s super easy to jump into the program and get started with it. But don’t think that Mine-imator is a program that allows you to make only easy animations. For example, Legend of the Harbinger is made with Mine-imator and demonstrates how powerful the program is.

You can download Mine-imator at the official website: http://www.stuffbydavid.com/mineimator/download.

Enjoy Minecraft and animations.

Step 1: Create Your Animation

When you launch the program, select ‘New project’ at the startup screen.
Enter a name then click ‘Create’.

Step 2: Add a Character

To add a new character, you have to click on the top left button to open the workbench.

Then click on the player (by default, a human is selected with the Minecraft skin) and finally click ‘Create’.

Step 3: Move the Work Camera View

You can left-click to rotate the camera around the character or right-click and hold to look at what you want and you zoom out with the mouse wheel.

You can also right-click and hold while pressing the keys (Q, E, A, D, W, S) to move the work camera.

Now, move the work camera to be in front of the character but not too close like in the picture above.

Step 4: Give the Character Keyframes

On the bottom you have your timeline. Since you’ve added a character, you see under the timeline a line for the character (Human). In order to start animating your character, you have to give him keyframes.

Click on the character line to give him a keyframe at 0 for his starting position. Then click on the keyframe at 40 for his ending position.

Step 5: Move the Character

Check that the keyframe 40 is selected then left-click and hold the red arrow of the character while moving the mouse left. Now your character is on the left side like in the picture above.

The red, yellow and blue arrows allow you to move the character in any directions (x, y, z axes).

Step 6: Create a Running Animation

Click twice on the keyframe 0, the keyframe is now highlighted in white.

Click on the button ‘Create a running animation to the next keyframe’ at the bottom left of the screen.

Step 7: Test Your Animation

‘Save’ your current project then click ‘Stop’ to come back at the beginning of the animation and click ‘Play’ to test your animation.

Now you can see your character running in an impressive way.

Step 8: Export Your Movie

Finally, you can export your movie to an mp4 file.

Step 9: Upgrade to Full Version

Mine-imator is free. But if you want to remove the watermark on your animation, you can donate here: http://www.stuffbydavid.com/mineimator/upgrade any amount like a dollar and get the serial key to upgrade to the full version. You can also get the serial key for free and decide to donate later if you are satisfied with the program.

You will find more details, animations and tutorials on my website:
www.minecraft-animation.com powered by www.sitewebfacile.fr

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Minute Minecraft Animation Tutorials

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The past few months, I have been working fervently on weekly MCprep + Blender Minecraft tutorials consisting of 1 minute videos on how to use MCprep and blender from scratch.

These tutorials start with Blender 2.8, and move on to include Blender 2.9 upon its release in 2020. The tutorials are intended to be watched in order, but feel free to jump to topics that interest you!

It’s been quite an adventure, creating these weekly tutorials. A lot of fun, but the “formal” sequence of tutorials is coming to end while I move on to non-sequential tutorials. This just means that there will not be an intrinsic order for future tutorials once the series “ends”. Never fear – more content is coming, including more advanced use cases in the form of both short and longer tutorials.

One minute Minecraft Tutorials at a glance

Check out the released tutorials thus far below. A couple tutorials have supporting resources, check out the sections below for that.

Why one minute tutorials?

Many longer tutorials exit, but nobody has hit this niche short form tutorials for Blender + Minecraft. It really forces me to strip away everything that is unnecessary to deliver the core critical content. I think in the long run, this will result in higher quality tutorials that are denser with “gold nugget” moments. It also allows me to separate beginner and more advanced content without all being in the same video.

Walk Cycle Animation

Came here from the walk cycle tutorial? You can check out the source files here. In this folder you will find:

Run Cycle Animation

Came here from the run cycle tutorial? You can check out the source files here. In this folder you will find:

Источники информации:

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