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Custom Animations

The document describes OptiFine's custom animation feature which allows animating non-block textures like mob skins or GUIs. It details how to build animations using frame strips and configure properties files to specify animation areas, frame order, and timing.
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0% found this document useful (0 votes)
24 views2 pages

Custom Animations

The document describes OptiFine's custom animation feature which allows animating non-block textures like mob skins or GUIs. It details how to build animations using frame strips and configure properties files to specify animation areas, frame order, and timing.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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===================================================

Description of OptiFine's Custom Animations feature


Based on McPatcher's Custom Animations
===================================================

Animated textures
=================

In Minecraft 1.5, Mojang added the ability to animate any block or item texture
(originally a feature provided by MCPatcher).
However, there is yet no way to animate other textures like mob skins or GUIs.
OptiFine fills the gap enabling
any rectangular area of any non-block or item texture to be animated. This includes
even textures specific to other OptiFine features
such as random mob skins or skyboxes.

For block and item textures, including CTM and CIT replacements, continue using
Mojang's mcmeta method instead.

To build an animation, first choose a texture and determine the x and y coordinates
and width and height of the area you want to animate.
Create your animation as a vertical strip of frames. The width of the animation
should be the same as the width of the area you want to animate.
The height should be a multiple of the animation area height.

Properties file format

Create a properties file with any name you like. Put it in the
assets/minecraft/optifine/anim folder of your texture pack,
or any subfolder within. Add these properties to the file

# Custom animation
from=<path to animation>
to=<path to texture to animate>
x=<x coordinate of area to animate>
y=<y coordinate of area to animate>
w=<width of area to animate>
h=<height of area to animate>
# Optional
duration=<default frame duration in ticks>
interpolate=<true|false>
skip=<interpolation ticks to skip>

See About Properties Files for how to specify paths to texture files
(properties_files.txt).

This creates a simple animation that plays each frame in order from top to bottom
once for one tick (1/20th second) each and then loops.

Multiple, non-overlapping parts of the same texture can be animated by using the
same to value with different from, x, y, w, h values.
They can even have independent timing and frame order information.

For maximum compatibility, it is best to make x, y, w, and h multiples of 16.

Frame order and timing


======================
Each custom animation may also specify its animation speed and frame order. In the
properties file, add a series of entries

# Frame timing
tile.X=Y
duration.X=Z

X starts at 0 and represents the order you want frames to display in. Y is the tile
number in the animation .png file,
the first tile being 0, the second 1, etc. Z is the duration you want that frame
displayed, in game ticks (1 tick = 1/20 second).
If omitted, duration is assumed to be the default frame duration or 1 if not
configured.

For example, suppose your animation file is 16x48 (3 frames). To make it run on a
5-frame cycle with a pause in the middle,
the properties file might look like this:

# Animate 5 frames
tile.0=0
tile.1=1
tile.2=2
duration.2=5
tile.3=1
tile.4=0

The animation happens in this order:

Frame 0: Display animation tile 0 for 1 tick (default duration).


Frame 1: Display animation tile 1 for 1 tick (default duration).
Frame 2: Display animation tile 2 for 5 ticks (duration=5).
Frame 3: Display animation tile 1 for 1 tick (default duration).
Frame 4: Display animation tile 0 for 1 tick (default duration).
Go back to frame 0.
Total: 5 frames over 9 ticks.

References
==========
https://bitbucket.org/prupe/mcpatcher/wiki/Custom_Animations

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