How To Customize Animations On Episode Interactive
Custom Animations#
Custom Animations allows all textures to be animated, like GUIs and entities.
In Minecraft i.5, Mojang added the power to breathing any block or particular texture (originally a feature provided by MCPatcher). However, in that location is yet no way to animate other textures like mob skins or GUIs. OptiFine fills the gap enabling whatsoever rectangular area of any not-block or item texture to be animated.
This includes even textures specific to other OptiFine features such every bit random mob skins or skyboxes.
For block and detail textures, including CTM and CIT replacements, continue using Mojang'due south mcmeta
method instead.
To build an blitheness, first cull a texture and determine the 10 and Y coordinates, and width and height of the area to animate. Create the animation every bit a vertical strip of frames.
The width should be the same equally the width of the expanse to breathing. The acme should be a multiple of the blitheness area meridian.
Multiple, not-overlapping parts of the aforementioned texture can be animated by using the same to value with different from
, x
, y
, w
, and h
values. They can even accept independent timing and frame society information.
For maximum compatibility, information technology is best to make ten
, y
, w
, and h
multiples of xvi (xvi, 32, 64, 128, etc.).
Properties#
Location
/assets/minecraft/optifine/anim/ANY NAME.properties
Note
duration
, interpolate
, skip
, tile
, duration
are optional, rest are required
Fundamental | Values | Meaning |
---|---|---|
| Values: String, path to texture Required: ✅ Yes | Path to animation to display |
| Values: Cord, path to texture Required: ✅ Yes | Path to static texture to replace |
| Values: Positive integer Required: ✅ Yeah | X coordinate of surface area to animate |
| Values: Positive integer Required: ✅ Yes | Y coordinate of area to animate |
| Values: Positive integer Required: ✅ Yes | Width of individual blitheness frame |
| Values: Positive integer Required: ✅ Yeah | Height of individual animation frame |
| Values: Positive integer Required: ❌ No | Duration of each frame, in ticks |
| Values: Boolean Required: ❌ No | Interpolate between each frame |
| Values: Positive integer Required: ❌ No | Frame number to skip during animation |
| Values: Positive integer, Required: ❌ No | Tile to brandish at N-th tick |
| Values: Positive integer, Required: ❌ No | Duration in ticks to display tile N for |
Example#
from = ./glow_squid_glow.png to = textures/entity/squid/glow_squid.png x = 0 y = 0 w = 64 h = 32 elapsing = 1 interpolate = true skip = 2
Annotation
See the Properties Files document for how to specify paths to texture files
This creates an interpolating animation that plays each frame in social club from summit to bottom once for i tick (one/20th 2nd) each and so loops infinitely.
Frame gild and timing#
Each custom animation may likewise specify its animation speed and frame order. In the backdrop file, add a series of entries:
X
starts at 0 and represents the order frames should be displayed in. Y
is the tile number in the animation PNG file, the offset tile being 0, the second 1, etc. Z
is the duration that frame should be displayed, in game ticks (1 tick = i/xx 2nd).
If omitted, duration is assumed to be the default frame duration or ane
if not configured.
For example, suppose the animation file is 16x48 (3 frames). To make information technology run on a 5-frame cycle with a suspension in the eye, the properties file might wait similar this:
tile.0 = 0 tile.1 = i tile.2 = two duration.2 = 5 tile.3 = i tile.4 = 0
The animation happens in this order:
-
Frame 0: Display animation tile 0 for i tick (default duration).
-
Frame 1: Display animation tile i for 1 tick (default duration).
-
Frame 2: Display blitheness tile two for 5 ticks (duration=5).
-
Frame 3: Display animation tile one for 1 tick (default elapsing).
-
Frame iv: Display animation tile 0 for 1 tick (default duration).
-
Go back to frame 0.
Total: 5 frames over nine ticks.
🆚️ This documentation assumes the latest OptiFine version. Notes may be made for legacy versions (one.8), simply there is no guarantee.
©️ This file is offered without whatever copyright restrictions. Please copy and change information technology to suit your needs.
Source: https://optifine.readthedocs.io/custom_animations.html
Posted by: fredericksbarpries.blogspot.com
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