How To Animate Blocks In Minecraft 1.8
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Animation in Resource Packs - a Minecraft i.6+ Tutorial - Works in 1.8.ten
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Source: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/resource-pack-discussion/1256350-animation-in-resource-packs-a-minecraft-1-6
Posted by: loafters.blogspot.com
#1 Jul 6, 2013
Animation in Resource Packs
--- A Minecraft 1.six Tutorial ---
IMPORTANT: Minecraft Forum recently wrecked this thread. If yous find anything that seems off (similar sentences ending half way through) please post to let me know. I think that I have fixed everything, but am not 100% certain. Thank you for your patience and cooperation.
If y'all're reading this thread, it's likely you're either having problems with the new block and item animation format introduced in Minecraft 1.6, or, are new to making animations for Minecraft and want to acquire how with as few problems as possible.
Tip: Scout for Green Text: When I write tutorials, I add footling tidbits in green text lines. These are ofttimes helpful hints or lilliputian extras. Keep an centre out for them, as they may prove helpful.
Tip: Look Familiar?: Wait Familiar?: If a lot of this tutorial looks familiar, that's because it should be. A lot of this is copy-pasted directly from the previous tutorial: "Making Blithe Blocks and Items: The Minecraft 1.5 Manner!" If you read that tutorial, and are familiar with the concepts shown in it, scroll down to "Understanding .mcmeta Files" beneath. Thats' where the majority of the 1.6 changes are mentioned. Also, if I missed a mention of a .txt file, please point that out and so I tin can edit it. I tried to get everything right, but I'm not perfect.
IMPORTANT: THIS IS ONLY FOR BLOCKS AND ITEMS: If you lot're trying to animate anything that is not a block or an particular (including blocks whose textures are in the /entity/ folder which are rendered equally entities and not blocks) y'all'll demand to use MCPatcher and its animation format.
1. The Blitheness Strip Format:
The basic format of an animation is a column of frames. Each individual frame should be the aforementioned width and height as the texture you're attempting to animate. For example, if your texture pack is 16x16, each frame in the cavalcade should also exist 16x16.
Tip: I'g working in 16x16: In all of the examples on this thread, all of the frames are supposed to exist at 16x16 resolution. While some, like the image above, are kept at their native resolution (to relieve on scrolling), I've optimized most of the images for maximum visibility. Don't allow this confuse you lot later on.
In this example, each frame is numbered and so you lot tin can meet its position in the stack. Animated in-game, information technology will look something like this:
Tip: Starting With Aught: Why is the top frame of an animations strip numbered 0? Because a programmer made the system. In the minds of programmers, zero is the start number in a sequence, preceding the number one. It takes us artsy types a little chip of practice to get use to starting a count with zippo, but that'due south just how computers (or at least calculator programmers) work so we'll just take to deal with information technology.
2. Understanding .mcmeta files:
Every animation in Minecraft must have an accompanying .mcmeta file with it. If it doesn't, Minecraft won't properly read the blitheness file, and you'll get something that looks like this in game:
Obviously, this is undesirable.
IMPORTANT: READ THE SPOILER ASSOCIATED WITH YOUR OPERATING SYSTEM:
Certain operating Systems have behaviors that may forestall you from changing your file extensions hands. If you lot don't change your files properly, you will have files that take a hidden .txt extension at the stop, which volition cause Minecraft to ignore your file, believing that it is not a .mcmeta file. For example, you should have "obsidian.png.mcmeta", but with file extensions hidden you may really have "obsidian.png.mcmeta.TXT" and not even know information technology. This is why a lot of .mcmeta file fail, so please don't make this mistake.
By default, the Windows Operating systems will hibernate the file extensions of file types that it thinks are familiar to you. The .txt file is always one of these. To successfully rename a .txt file to a .mcmeta file, you must disable this behavior.
You tin can find instructions on how to do it by following This Link.
Once the file extension is visble, it should exist able to be changed without issue. Ignore the warning dialogue well-nigh the file becoming corrupted. Trust me, it won't.
Mac OSX has been known to hide the truthful file extension of your files, preventing yous from removing the .txt extension from the end of your file proper name. If you're running into the problems, try this:
Cheers to lordofthepies for this information
IMPORTANT: SAVE AS Evidently TEXT: The simpler the the text editor you employ to brand these files, the better. Programs similar Notepad and Notepad++, which have no text formatting, are all-time. Other programs, like Window'south Wordpad and Mac's Text Edit require that you modify the file format to Plain Text. Higher-stop programs like Open up Office and MS Word may have different names for this, or not work at all. Even if the file is a .txt, if the file format itself isn't right, Minecraft won't read it, and information technology'll just as if y'all didn't have a .mcmeta file at all!
The name of this .mcmeta must friction match the proper name of your animation's .png file EXACTLY! This is Really important, and is different from how the 1.5 format worked.
For a .mcmeta file, the extension must exist after the ENTIRE file name of the image. For case "obsidian.png" gets a file called "obsidian.png.mcmeta", but with file extensions hidden you may actually accept "obsidian.png.mcmeta.txt" and not fifty-fifty know it. This is why a lot of .mcmeta files fail, then please don't brand this mistake.
Of import: Lucifer YOUR FILE NAMES EXACTLY:
I tin NOT stress how important information technology is to exist studious about matching your file names. Minecraft is a program, and like most programs, will not try to guess your intentions. Just equally you must match file names exactly if you want Minecraft to figure out which texture in a pack it'due south supposed to call, the .mcmeta file accompanying your animation's file must too match exactly. Capitalization, underscores, and the .png in the middle are ALL IMPORTANT!
Every .mcmeta file MUST be in the same binder every bit the .png file that it goes with. If you're animative a block, it should be in /textures/blocks/. If you're animative an item, it goes in /textures/items/.
The Basic Setup:
At information technology's most basic, the .mcmeta file will contain an instruction that let's Minecraft know that this is supposed to be an animation file. This is important as Minecraft has multiple types of .mcmeta files, and it is of import the Minecraft knows which is supposed to do what. The obvious comparison is to the pack.mcmeta which is in the root of your resources pack. That file has a different, though like, setup to an blitheness'south .mcmeta
At it's most basic, an blitheness's .mcmeta will look like this:
With this setup, the animation will run from the starting time frame to the last frame, at the rate of 20 frames per second. This is the default behavior for all Minecraft cake and detail animations. To learn to alter this, see the sections below.
Unlike in the one.five setup, you can not simply go out a .mcmeta file blank and expect that it is going to work.
Adjusting Framerate:
Not all animations are designed to run at a rate of 20 fps. You can conform the rate an blitheness moves very easily in the 1.vi .mcmeta format. This is one of the big advantages of the new format, in that you lot can adjust timing without having to list every frame individually, saving a lot of time.
First, offset with the basic setup shown in a higher place:
Meet the gear up of brackets after "animation":? That's where we're going to put our timing data. Add the post-obit in between those brackets:
The entire matter together should expect like this:
Tip: Spacing Doesn't Matter: I thing that confuses people is the way that Dinnerbone's Texture Ender lays out the animation files. They wonder if the text needs to be laid out similar that. The answer is "No, information technology doesn't". In many of these examples, I'll take the text layed out in an outline style to make it easier to read. This is totally unnecessary as everything tin can be put into a single line. For case, the above animation can be in three lines like it is above, or a single line like this: { "animation": { "frametime": iv } } Both versions volition piece of work without result.
Here are a couple of examples of how this will work with your animation:
This red blitheness uses the default timing of one frame per tick (20 frames per second). Notice how quickly it moves?
This bluish animation, on the other hand, uses the frametime attribute to slow the animation down to ane frame per 20 ticks (ane frame per second). See how it moves much slower? When adjusting frametime (or an individual frame's "fourth dimension" attribute every bit shown beneath) higher numbers are slower and smaller numbers are faster. Continue in listen that 1 frame per tick is equally fast as an blitheness will go, and you can just use whole numbers.
Changing Frame Lodge:
Going dorsum to the commencement example, the yellow numbered block, you can encounter that frames are in order starting with frame number 0. What practise yous practice if you lot want to change the order of these frames, or use a singe frame more once in the course of an blitheness? Well, you could brand a very long animation strip that has redundant frames... but that's very wasteful and will use up a LOT of memory needlessly. That would be a bad thought.
Instead, we can use the .mcmeta file to adjust the society of the frames. Here'southward an example:
Past using these half dozen frames, numbered 0 - 5, nosotros tin make an animation that fills the bar and then depletes it without having to really breathing the second half of the animation.
To accommodate frame order, nosotros'll need to add a new attribute where "frametime": was added in the previous section. This one is chosen "frames":, and is significantly more complicated.
Again, get-go with the bones setup, and add the following in the brackets after "animation":
IMPORTANT: Bank check YOUR BRACKETS: Information technology's of import to note that for most things in these .mcmeta files, you'll be using curved brackets similar these: { }. However, for the Frames attribute, you'll demand to use square brackets like these: [ ]. Getting this one picayune detail incorrect will cause Minecraft to disregard your .mcmeta file, and give you lot checkerboard blocks.
After you've added that, your .mcmeta file should look like this:
This solitary volition non practise annihilation. Y'all must actually list the frames in the order that yous want them to announced, separated by commas. Here's our green-block example:
Tip: Lookout the Ends: In the in a higher place example, notice how I don't end the sequence with 0? This is because the animation repeats starting with the showtime. If in that location were a 0 at each end, information technology would exist in the sequence twice in a row and thus would display for double the amount of time. Be mindful of this if you lot cycling animations seem to hang on one frame. If you're having a problem, ask yourself "would this brand sense if I put the exact same sequence of numbers in there twice?" If you reply "No, because a number would echo without a good reason", and so yous have a redundant number at the end.
Equally you can see, the frames go in club starting with frame 0 until it get to the terminal frame of the strip (number 5), and then gain to decrease in number, running the frames backwards until it reaches i. Here's the consequence in convenient animated format:
IMPORTANT: DO NOT GO BEYOND THE Finish OF THE STRIP!: What happens if yous accidentally put a 6 after the five in that example? Well, there'southward no frame with that number in that strip (six frames ways 0-5). This will almost probable misfile Minecraft and cause the animation to fail. Remember that nada is your first number and that it counts as much every bit whatever other.
Of import: NO COMMA Afterward THE LAST NUMBER: An important thing to note is that there'south no comma after the last 1 in that case. This is VERY important. The commas tell Minecraft that there's more than to follow. Past including a comma after the last frame, you're telling Minecraft that there'southward more frames... and then leaving it hanging. Minecraft is actually picky when it comes to .mcmeta files, and adding that comma will cause the entire animation to fail, resulting in checkerboard blocks. Keep that in heed.
Adjusting Frame Delay:
Now you lot know how to change the speed that the animation runs, and how to alter the guild in which the frames are presented. But what happens if you want a single frame to exist visible for a different amount of time than the residual of the animation? Well, you could list information technology multiple times in a row to elevate information technology out... but that doesn't work if you want to make one faster.
Instead, you can use your handy .mcmeta file to conform the timing of a single frame.
For starters, you will need to have your frames laid out in the same way every bit above, with them listed in the gild you want them to be displayed. You must do this even if you want them to run in the default order.
Now that you've gotten that far, replace the frame number that you want with the following scrap of code:
The number following "Alphabetize": is which frame of the blitheness strip you desire it to display. This is basically the same matter yous learned to practice in the last section, but in a longhand variation. Obviously the number post-obit "time": is how many ticks (ane/20 second incriments) yous want that frame to exist displayed for.
So for this example, we want the animation to run in the default social club, at the default speed... except for frame #3 which we want to stick around for a full second. The .mcmeta file would at present look like this:
Notice that at that place's a comma afterward the bracket surrounding the index and fourth dimension attributes. Effectively, everything between those two brackets is just replacing the number. This also means that if you're adjusting the final frame in this method, y'all will NOT have a comma after the bracket.
Putting It All Together:
As yous tin see, by adding various things to the basic setup you can adjust anything that yous desire to with your animation. You tin get in run faster or slower, have the frames run in a different order than they are in your blitheness strip, re-use frames multiple times, and accommodate the timing of an private frame.
Only can you do them all in the aforementioned .mcmeta file? Yes! Actually, you tin can! Hither'due south an example of that:
{ "animation": { "frametime": two, "frames": [ { "index": 0, "time": forty }, 1, two, 3, 4, 5, 6, four, two ] } }
In this case the animation runs at a charge per unit of x frames per second (one frame every 2 ticks). The beginning frame, numbered goose egg, stays visible for two seconds. After that frame, the animation runs in order from frame i to frame v, where it runs in reverse skipping every other frame.
With these few basics, you tin make animations WAY more complicated than this, only this is as far as we'll go for this tutorial. If you accept any questions, don't be affraid to post!
3. Flowing Liquids:
While most animations follow the above format and rules, in that location are a few exceptions. The 2 biggest are Flowing water and lava. These ii files follow a special set of rules when it comes to laying out your blitheness sail. Don't worry, once you understand them they're pretty easy. It's just a few extra steps.
Of import: FLOWING LIQUIDS ONLY: This but applies to water_flow.png and lava_flow.png (and presumably other modern-added liquids). The still h2o and lava files follow the same format equally any other cake, as outlined above. Exercise Non do the stuff in this section with your still liquids. It will end up looking actually weird.
To make a flowing liquid blitheness, start by making your frames the aforementioned way you lot would any other blitheness. Don't organize them into strips similar normal, though. Instead, have each frame and repeat it in a 2 by 2 block. This will make each frame in a flowing liquid blitheness twice the normal resolution of your texture pack. Don't worry, this is normal and won't affect the look of your pack at all.
One time y'all've washed that, and then you organize them into strips as shown in a higher place.
Here'southward a graphical representation of this:
This will also help you if you're converting your flowing h2o/lava animations from the pre-1.5 MCPatcher/Optifine format to the new Minecraft flowing liquid blitheness format.
Tip: Why the Double Tile?: If yous're wondering the reason why the flowing liquid animations are unlike, it's because of how Minecraft renders the water textures. Flowing water tiles are placed in the middle of the 2x2 expanse. This saves Minecraft from having to tile the texture in existent time. If your animation looks different than expected, retrieve that the tile is really in the middle of your frame, and not lined up with the single tile in the corner. A 25% offset is required to fix this if it's an issue.
When making the .txt file for these animations, remember that your frames are now twice as large as they normally would be. When you go to figure out the number of frames you have, recollect to split up both dimensions of your animation strip past 2 to become your 'real' resolution.
4. Clock and Compass:
These two items actually cannot be animated at all, simply they're laid out in a similar manner so I'thou including them in this tutorial.
Instead of being blithe in the way we normally remember of, the animations for the clock and compass are driven by an in-game cistron. In the case of the clock, it's the fourth dimension of in-game 24-hour interval. For the compass, it's the player's position and orientation in relation to the center of spawn.
Because these animations are key-driven, we demand to prepare up our blitheness frames in the order that Minecraft wants us to, rather than being able to rely on a .txt file to fix things for us... althoug we still need one for Minecraft to recognize the file properly.
IMPORTANT: Yous Yet NEED A .mcmeta FILE: You will even so demand to include a .mcmeta file for both the clock and compass in the /textures/items/ folder along side their respective .png files. If you don't, Minecraft won't recognize these textures since they aren't square. Just use the basic setup from the Agreement .mcmeta Files section, since in that location's null you tin practise to adjust these ii items anyhow.
Clock
The clock "animation" can have any number of frames. Minecraft volition determine which frame to display by dividing the time past the number of available frames, so you needn't worry about doing the math yourself.
The order of the frames is very important, and there'south no way to change them.
The meridian frame of your blitheness should be mid-day with the sun at it'due south apex. That is, noon. Each frame below it should be advancing the time. This is clockwise motion, if you're making an analogue clock. About half-way downwardly the animation should be midnight, and the last frame should be almost noon again.
Tip: That last frame: Annotation that I said Virtually noon. It should be just before that since noon itself is represented past your first frame. Remember, you don't desire a frame repeated twice!
Here'southward a uncomplicated example:
Note the basic clockwise motion of the bluish dot. Having it at the height of the circle represents apex, while at the verbal bottom it represents midnight. Information technology and so returns to the peak along the other side. Nevertheless y'all choose to have your animation represent time, have it follow this same basic motility.
Compass
With the compass, the elevation frame should be with spawn straight at the player's dorsum. If you're animating a traditional way of compass, this would be with the needle pointing strait down.
On a traditional compass (like the one used in vanilla) the needle progresses in a clockwise management as yous move down the blitheness strip. Half-way through the animation it should be pointing with spawn directly in front of the player. It and then proceeds down the opposite side of the circle, nonetheless in a clockwise movement. The last frame should be about at the player'due south dorsum again, although slightly to the histrion's right.
Tip: That terminal frame... once again: Once more, be mindful not to accept to pinnacle and bottom frames of your compass sequence be the same lest it misfile players using your texture pack. Simply the top frame should have the histrion facing directly away from the spawn. The bottom frame should exist slightly off eye.
Here's a uncomplicated example of this:
Note where the carmine dot starts (at the bottom), and the full general menstruum of its motion in a clockwise manner catastrophe up nearly back at it's starting position in the last frame. These are the important things.
Equally always, you don't have to represent your compass in this fashion, simply make your version represents the aforementioned movement.
Every bit with the clock, you don't take to have a specific number of frames. The game will carve up your frames evenly among the 360° of rotation a actor can be continuing at.
5. Download Some Examples:
Nonetheless a niggling dislocated? Want more than applied examples? How most something pre-made that you lot can experament on without worrying near wrecking your ain stuff? Well, hither you lot go!
DOWNLOAD(For the rules stickers: This "Pack" is released under the "Exercise Any Yous Desire With Information technology Because I Didn't Spend Enough Time On It To Care™" license.
This 16x16 pack has animations for: Wool (white, xanthous, regal, blue, green, cerise, and black), Water (both yet and flowing), and the Clock and Compass. The quality is extremely low (I threw it together in a few hours), simply they're just there every bit examples so don't worry/complain nigh it.
6. Trouble Shooting:
Here are a list of common mistakes that I've seen people make. Earlier asking for help, exist certain that you've gone through this list.
seven. Any Questions?
If in that location'south anything that y'all don't understand, want clarified, or but can't figure out feel complimentary to post in this thread and someone (perchance even me) will attempt to help y'all out.
Delight be clear most what y'all're having problems with. Saying "information technology's not working" doesn't assist anyone to assistance you lot. Provide screenshots if possible. Likewise, be prepared to offer a download of the animation files that aren't working. Sometimes we just have to run across what yous've washed in club to tell y'all what yous did wrong.
Hopefully this thread helps some of you who are having problems with this new format out.
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#2 Jul 6, 2013
Well washed Al, another cracking TUT even if its taken from the 1.5 information technology was awesome then every bit well
Great clarity on the way the mcmeta works.
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Link Removed
Thank you for well over 5,000,000 downloads!
#3 Jul six, 2013
I saw no reason to rewrite the wheel for the stuff that hadn't changed.
Thanks!
This is the main reason I made this tutorial. So many people are having bug understanding it. I'thou hoping that this will assist some people out. If nothing else, give me something to link to rather than re-explaining the same thing in a dozen different threads.
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#5 Jul 7, 2013
Ouch. That's barbarous man. Sorry you had to go through that.
I wanted to type this before, but I wasn't sure on all of my information. Heck, I'm still non 100% sure on some things, and so I'm merely hoping the information isn't incorrect. I wanted to do more testing but, well, I saw how much trouble people were having so I went ahead.
Why is it whenever I make these long tutorial posts the stupid editor inserts a agglomeration of junk everywhere.
Thank you for pointing those out. Let me know if I missed whatever.
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#6 Jul seven, 2013
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#7 Jul 7, 2013
I love you too.
(This is how rumors on forums start y'all know.)
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#8 Jul 8, 2013
Thank you for this! I can now animate with ease. Previously I was having problem adjusting to MCMETA but at present I see how piece of cake it really is once one understands the format. :three
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#eleven Jul 9, 2013
Go for information technology!
I actually owe the Minecraft Wiki one since some of the info from my 1.five animation tutorial came from in that location. Seems merely off-white that I'd exist giving back a version later.
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#12 Jul 9, 2013
Love the tutorial =3 If but I had something like this when I was making animations in the early i.5 era... that would have saved a lot of frustration with why my water and lava skipped, was off centered and cleaved ;_;
Though I still have to animate my clock.... urggh, can't exist bothered to exercise that many animations =X I wish there was a utility to brand it for you instead of having to painfully rotate a layer over and once more. It was hard enough with the compass, I almost fell comatose from how tedious and boring it was.
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Wind Waker Texture Pack and for Pocket Edition! ~ Texture Pack Cardinal - Big directory of Texture Packs!
#xiv Jul x, 2013
I did write a tutorial for 1.v you know. Not certain why you didn't see it.
Well, I suppose you could make something in the animation program of your choice to do it automatically. Hypothetically anything that tin do any sort of animation (Flash, Blender, Maya, etc.) could be gear up to render a unproblematic rotation. Judge it just depends on what you have access to and know how to use.
Happy to exist of service.
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#15 Jul 10, 2013
I did meet it, though I did my animations really early before you posted it.. Of course I then finished information technology, came to check out what's going on and I see a tutorial @[electronic mail protected]
But actually thanks for the idea to throw it into an blitheness program... I'm non really sure why I didn't remember of that, especially when I take said programs xD
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Wind Waker Texture Pack and for Pocket Edition! ~ Texture Pack Central - Big directory of Texture Packs!
#16 Jul 10, 2013
Ah, so you were working while I was still mistakenly thinking that helping people individually was an efficient fashion to get about spreading that knowledge.
You're Welcome!
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#17 Jul 11, 2013
Amazing, thanks for this Alvoria!
I've just tried to breathing an entity texture (I thought the buoy axle would be really interesting if information technology pulsed) with no luck. I tin make the same animation work on a cake, so I presume entities merely don't support animation. Can you confirm?
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#18 Jul 11, 2013
Why thank you!
As far as vanilla animation goes, yes, I tin ostend. The organisation Mojang has in place is specific to blocks and items merely.
That said, try the MCPatcher animation method that'south office of the ExtendedHD part of the mod. Yous can animate virtually everything in the game (including entities) with that mod, and so I see no reason information technology wouldn't piece of work on a beacon beam.
Hope that helps you.
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#19 Jul 11, 2013
Thank you once more! At the moment I'm trying to make an adventure map that only requires a resource pack, just thanks for the info.
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#20 Jul 14, 2013
Assistance ME, I've made my texture, 4 frames (16x64) and heres the mcmeta file (i used texture ender to catechumen)
{
"animation": {
"frametime": five,
"frames": [
1,
2,
3,
iv
]
}
}
and so the png and mcmet is named the aforementioned and is in the same folder but i withal get the checked purple and black texture =(
I have also tried optifine and mcpatcher only non of those work either. WHY.i thaught the link takes from my comp but information technology dont an i dont know how to remove
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#21 Jul 14, 2013
Wow, so many mistakes. Don't worry, information technology's apparently my cocky-appointed job to aid you.
Hither'southward what you did wrong: You lot have "frames" gear up for five frames, just left out the start one. I can well-nigh hear you saying "Simply... I only accept four frames in that." No... you accept five. The numbering for animations always starts with
zero, not one. Then yous have frames 0, 1, 2, 3, and 4... 5 frames in total. You just don't utilize the #0 frame in your lineup.
Since you don't really have a frame #4 (iv frames beingness 0 - three), that's what's causing Minecraft to mistake. Practice you understand?
Now... there are two means to fix this. The kickoff would be to change your frame lineup to only use the frames that you actually utilise. That would wait like this:
The 2d would be to just become rid of the "frames" section birthday since you don't actually demand information technology. The only reasons to specify your frames are either to change the timing of a frame, or to change the order in which the frames appear. In this case, yous've washed neither of those, so you tin get by with this:
It'll function no differently than the other fix will, and uses less complexity.
Why on earth would it do that? Minecraft Forum isn't an image hosting service. Become an account on imgur.com, upload your image at that place, an so click on it. It volition show a variety of imbed codes. Copy-paste the lawmaking nether "BBCode (message boards & forums)" into your forum posts. So nosotros'll exist able to see information technology.
Hope all of that helped you!
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#22 Jul 16, 2013
Hey, practice yous have to have like let's say sandstone_carved.png, then have sandstone_carved.png.mcmeta adjacent to it?
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"Wake me, when you need me."
#23 Jul 16, 2013
Only if sandstone_carved.png is an animated tile. Otherwise, no.
Animations always take to be accompanied past a .mcmeta file, simply ordinary blocks never exercise. Make sense?
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#24 Jul xvi, 2013
Then, like, I have information technology gear up but my Resource pack hither is 32x32, just anyway, sandstone_carved.png is blithe yep. Merely I tried sandstone_carved.png.mcmeta and I for some reason end up with the normal Chiseled Sandstone texture. But the texture isn't the majestic black affair though. But I even edited the mc.meta file by typing in the animation matter and what not. Did everything you said hither... D:
I have sandstone_carved.png.mcmeta setup like this:
{ "animation": { "frametime":4}}
I accept six total frames(I started with zero yes), practise I need to make it frametime:five?
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"Wake me, when you need me."