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…lladiumAnimationManager (other than the ability property, which can be switched out for any other method of defining an ability's animation)
…sn't repeatedly created
- Part A: animations (in json) can list bones from render layers, does nothing since they're not registered as bones in the animation controller - Part B: in DefaultPackRenderLayer, animate any parts that have an active bone in the active animation - (the unfinished part) manually add head.halo to the animation controller to demonstrate that A can link to B if the bone is registered beforehand TODO to finish, figure out exactly how early the bone needs to be registered, then either automatically register all active render layer bones, or define a way to manually register bones
- main issue is it doesn't work the first time you activate an animation, the model is always null whenever I first try to add the bones to the controller
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Makes use of the player animation library to play bedrock/blender animations when an ability is triggered
Animations are added to an ability by listing the animation's resourcelocation through it's properties, and can be set to animation layers: 0 (cosmetic) 1 (idle) 2 (active, default)
Doesn't disable or remove anything from the existing system, so you might have to disable it to see the effects