PlayerAnimationLibraryMoreRotation is an addon library for player animation creators and mod developers. It extends Player Animation Library and bendable-cuboids, mainly improving bend deformation and held-item animations with better multi-axis rotation support, making custom player actions more complete and flexible.
bend.position and bend.scale channels.Existing Player Animation Library animations should continue to work. Old bend formats are still supported, while newer array-style bend values can be used for more expressive movement.
Examples:
"bend": 35
"bend": [35, 0, 0]
"bend": {
"0.0": { "post": [0, 0, 0] },
"0.5": { "post": [35, 20, -15] },
"1.0": { "post": [0, 0, 0] }
}
Bend bones can also use position and scale:
"left_arm": {
"bend": {
"rotation": {
"0.0": { "post": [0, 0, 0] },
"0.5": { "post": [35, 20, -15] },
"1.0": { "post": [0, 0, 0] }
},
"position": {
"0.0": { "post": [0, 0, 0] },
"0.5": { "post": [2, 1, 0] },
"1.0": { "post": [0, 0, 0] }
},
"scale": {
"0.0": { "post": [1, 1, 1] },
"0.5": { "post": [1.25, 0.8, 1] },
"1.0": { "post": [1, 1, 1] }
}
}
}
scale uses multipliers, so 1 means original size.
For animation authoring, use the PAL Bend Player Tools Blockbench plugin.
Recommended workflow:
PAL Bend Player Animation.*_bend helper bones are editing helpers only; they are converted back to real PAL bend data on export.PAL: Export Player Animation.assets/<namespace>/player_animations/ in your resource pack or mod.Export behavior:
bend.rotation, bend.position, and/or bend.scale.PAL Bend Player Animation - DragonCore Player Model project, importing the old animation, and exporting it again.The exported file should not contain custom helper bones for runtime use. This library reads the extended bend data from the real PAL player bones such as torso, right_arm, left_arm, right_leg, and left_leg.
PlayerAnimationLibraryMoreRotation 是一个面向玩家动画作者和模组开发者的附属库,用来扩展 Player Animation Library 和 bendable-cuboids 的玩家动画表现能力,重点补足 bend 弯曲和手持物品动画在更多轴向上的旋转支持,让自定义玩家动作更完整、更灵活。
bend.position 和 bend.scale 通道使用位移和尺寸变化。已有的 Player Animation Library 动画应继续可用。旧的 bend 写法仍然支持,同时也可以使用新的数组形式来表达更复杂的弯曲动作。
示例:
"bend": 35
"bend": [35, 0, 0]
"bend": {
"0.0": { "post": [0, 0, 0] },
"0.5": { "post": [35, 20, -15] },
"1.0": { "post": [0, 0, 0] }
}
bend 骨骼也可以使用位移和尺寸:
"left_arm": {
"bend": {
"rotation": {
"0.0": { "post": [0, 0, 0] },
"0.5": { "post": [35, 20, -15] },
"1.0": { "post": [0, 0, 0] }
},
"position": {
"0.0": { "post": [0, 0, 0] },
"0.5": { "post": [2, 1, 0] },
"1.0": { "post": [0, 0, 0] }
},
"scale": {
"0.0": { "post": [1, 1, 1] },
"0.5": { "post": [1.25, 0.8, 1] },
"1.0": { "post": [1, 1, 1] }
}
}
}
scale 是倍率,1 表示原尺寸。
制作动画时,推荐使用 我制作的PAL Bend Player Tools Blockbench 插件。
推荐流程:
PAL Bend Player Animation 新建项目。*_bend 骨骼只是方便编辑用的 helper bone,导出时会转换回真实 PAL 骨骼上的 bend 数据。PAL:导出玩家动画 导出。assets/<namespace>/player_animations/ 下。导出规则:
bend.rotation、bend.position、bend.scale。PAL Bend Player Animation - 龙核玩家模型版 项目,导入旧动画后再导出。最终放进游戏运行的文件不应该依赖自定义 helper 骨骼。本库会从真实 PAL 玩家骨骼读取扩展 bend 数据,例如 torso、right_arm、left_arm、right_leg、left_leg。