Player cape animation does not match that of Java Edition's
the cape animation in bedrock edition does not match java edition. Here is a video example:
https://youtu.be/vI9lfKiUHXc
you can see that moving side to side, strafing backwards, jumping up and down all have an affect on the cape's movement. it even oscillates a bit when moving.
bedrock edition's cape animation, on the other hand, is very sloppy and lazily made.
https://youtu.be/xZt8iCFRqVM
you can see the difference between the two. player movement only changes the cape's rotation when going forward. After doing some testing, the main query responsible for the cape's animation is `query.cape_flap_amount' which only returns nonzero when the player is moving forward on a relative axis.
Here is an animation that attempts to correct the animation for the capes to be in parity with java. It looks near identical, but its not perfect:
{
"format_version": "1.8.0",
"animations": {
"animation.player.cape": {
"loop": true,
"bones": {
"cape": {
"position": [ 0, "query.get_root_locator_offset('armor_offset.default_neck', 1)", 0 ],
"rotation": [ "math.clamp(-31.5 * (query.cape_flap_amount * 4.0) - math.sin(query.modified_distance_moved * 50.0) * 3.1 - 5.0, -180.0, -7.4)", "query.is_in_ui ? 0.0 : (query.modified_move_speed - query.cape_flap_amount) * math.sin(query.body_y_rotation - query.head_y_rotation(0)) * 38.0", "query.is_in_ui ? 0.0 : (query.modified_move_speed - query.cape_flap_amount) * math.sin(query.body_y_rotation - query.head_y_rotation(0)) * -31.5"
]
}
}
}
}
}
Created Issue:
player cape animation does not match that of java edition's
the cape animation in bedrock edition does not match java edition. Here is a video example:
https://youtu.be/vI9lfKiUHXcyou can see that moving side to side, strafing backwards, jumping up and down all have an affect on the cape's movement. it even oscillates a bit when moving.
bedrock edition's cape animation, on the other hand, is very sloppy and lazily made.
https://youtu.be/xZt8iCFRqVMyou can see the difference between the two. player movement only changes the cape's rotation when going forward. After doing some testing, the main query responsible for the cape's animation is `query.cape_flap_amount' which only returns nonzero when the player is moving forward on a relative axis.
Here is an animation that attempts to correct the animation for the capes to be in parity with java. It looks near identical, but its not perfect:
{ "format_version" : "1.8.0", "animations" : { "animation.player.cape" : { "loop" : true, "bones" : { "cape" : { "position" : [ 0.0, "query.get_root_locator_offset('armor_offset.default_neck', 1)", 0.0 ], "rotation" : [ "math.clamp(-31.0 * (query.cape_flap_amount * math.sin(60) * 4.4) - math.sin(query.modified_distance_moved * 55.0) * 3.1 - 5.0, -180.0, -7.0)", 0.0, "query.modified_move_speed * math.sin(-(query.body_y_rotation - query.head_y_rotation(0))) * 36.5" ] } } } } }//made by blobking and ambient
the cape animation in bedrock edition does not match java edition. Here is a video example:
https://youtu.be/vI9lfKiUHXcyou can see that moving side to side, strafing backwards, jumping up and down all have an affect on the cape's movement. it even oscillates a bit when moving.
bedrock edition's cape animation, on the other hand, is very sloppy and lazily made.
https://youtu.be/xZt8iCFRqVMyou can see the difference between the two. player movement only changes the cape's rotation when going forward. After doing some testing, the main query responsible for the cape's animation is `query.cape_flap_amount' which only returns nonzero when the player is moving forward on a relative axis.
Here is an animation that attempts to correct the animation for the capes to be in parity with java. It looks near identical, but its not perfect:
{"format_version": "1.8.0","animations": {"animation.player.cape": {"loop": true,"bones": {"cape": {"position": [0.0, "query.get_root_locator_offset('armor_offset.default_neck', 1)", 0.0],"rotation": [ "math.clamp(-31.0* (query.cape_flap_amount *math.sin(60) * 4.4) - math.sin(query.modified_distance_moved * 55.0) * 3.1 - 5.0, -180.0, -7.0)",0.0,"query.modified_move_speed* math.sin(-(query.body_y_rotation - query.head_y_rotation(0)))* 36.5"]}}}} }//made by blobking and ambientthe cape animation in bedrock edition does not match java edition. Here is a video example:
https://youtu.be/vI9lfKiUHXcyou can see that moving side to side, strafing backwards, jumping up and down all have an affect on the cape's movement. it even oscillates a bit when moving.
bedrock edition's cape animation, on the other hand, is very sloppy and lazily made.
https://youtu.be/xZt8iCFRqVMyou can see the difference between the two. player movement only changes the cape's rotation when going forward. After doing some testing, the main query responsible for the cape's animation is `query.cape_flap_amount' which only returns nonzero when the player is moving forward on a relative axis.
Here is an animation that attempts to correct the animation for the capes to be in parity with java. It looks near identical, but its not perfect:
{ "format_version": "1.8.0", "animations": { "animation.player.cape": { "loop": true, "bones": { "cape": { "position": [ 0, "query.get_root_locator_offset('armor_offset.default_neck', 1)", 0 ], "rotation": [ "math.clamp(-31.5 * (query.cape_flap_amount * 4.0) - math.sin(query.modified_distance_moved * 50.0) * 3.1 - 5.0, -180.0, -7.4)", "query.is_in_ui ? 0.0 : (query.modified_move_speed - query.cape_flap_amount) * math.sin(query.body_y_rotation - query.head_y_rotation(0)) * 38.0", "query.is_in_ui ? 0.0 : (query.modified_move_speed - query.cape_flap_amount) * math.sin(query.body_y_rotation - query.head_y_rotation(0)) * -31.5" ] } } } } }
player cape animation does not match that ofjavaedition'sPlayer cape animation does not match that of Java Edition's
This may also be related to MCPE-116961 because the cape animation does not match Java. For some reason though, the issue was marked as resolved despite not actually being fixed.
You reported a parity issue. We are only tracking parity issues that meet the following criteria on this bug tracker:
Any parity issue that does not meet these criteria are not tracked on the bug tracker and should instead be reported on the Feedback website.
@EVGENSYPERPRO I consider it a bug. the animation doesnt make sense physically. moving from side to side should cause the cape to sway the opposite motion. Here I have presented a quite literally copy-and-pasteable animation fix for the bug. even if it doesnt meet "java parity" criteria (which I did not specifically class this as), it takes 1 second to fix if developers are content with the animation I have presented.
ambient
I totally agree with you! However, then describe your problem better as an error, and not as parity with Java) Perhaps this error will be corrected (I will be glad), however, for better success, it is better to indicate it not as parity but as an error)
@evgensyperpro you dont need to touch the geometry. just put this in a file in a folder called "animations" at the root of a resource pack
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Affects 1.17.40.20
Affects 1.18.31 and 1.18.32, aswell as all the 1.19 bets/previews.