Hand bob is too strong overall
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.
2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock Edition
Expected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.15;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).
These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { ?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.0", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }
Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
Note: It appears that the 1.14.0 bug has returned from version 1.17.0. (MCPE-54072)
- Unresolved
unused- 36
- 17
- Confirmed
- 531723
- Multiple
- Windows10 Pro 20H2
- animation player player-hand view-bobbing
1.21.60.27 Preview - 1.21.51 Hotfix
1.21.60.27 Preview 1.19.40.22 Preview 1.19.20.20 Preview 1.18.30.27 Preview 1.18.20.26 Preview 1.18.20.25 Beta 1.18.20.23 Beta 1.18.10.26 Beta 1.17.40.21 Beta 1.17.0.56 Beta 1.16.221 Hotfix 1.17.2 Hotfix 1.17.30 1.18.1 Hotfix 1.18.2 Hotfix 1.18.10 1.19.30 1.19.51 1.20.81 Hotfix 1.21.51 Hotfix
Created Issue:
Hand bob is too strong overall
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.02;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.3125", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
- Unresolved
- Open
- Unconfirmed
- Windows
- Windows10 Pro 20H2
- 1.16.221 Hotfix
relates to
clones
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.02;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.3125", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
(This bug report is shown as a clone of
MCPE-54072, but it is completely irrelevant. Don't get me wrong...)
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.02;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.3125", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
(This bug report is shown as a clone of
MCPE-54072, but it is completely irrelevant. Don't get me wrong...)
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.02;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.3125", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
05/21/21
When I reconfirmed, the symptoms were a little similar.
Some descriptions are quite similar toMCPE-54072, but this bug report is only affected by height.
Bob is hard-coded, so if you have an empty hand, you can either make it unaffected by the hard-coded Bob, remove animation.player.first_person.walk, or disable it from the controller and hard-coded left and right. I need to fix Bob who is too strong (I personally think I should remove the hard-coded Bob to give the creator more freedom).
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.02;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.3125", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
05/21/21
When I reconfirmed, the symptoms were a little similar.
Some descriptions are quite similar toMCPE-54072, but this bug report is only affected by height.
Bob is hard-coded, so if you have an empty hand, you can either make it unaffected by the hard-coded Bob, remove animation.player.first_person.walk, or disable it from the controller and hard-coded left and right. I need to fix Bob who is too strong (I personally think I should remove the hard-coded Bob to give the creator more freedom).
05/22/21 22:04
I said only the top and bottom bobs, but forgot that the left and right bobs are also included.
Organize the description:
Top and bottom = due to resource pack. The top and bottom hard-coded bob animations overlap with the top and bottom bob animations in the resource pack (this is close toMCPE-54072, so it may not have been necessary to explain here...).
Left / Right = Caused by a hard-coded Bob (BTU / 1.2.0+).
Left / Right = This is due to the resource pack and the hard-coded Bob animation overlapping.
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.02;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.3125", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
05/21/21
When I reconfirmed, the symptoms were a little similar.
Some descriptions are quite similar toMCPE-54072, but this bug report is only affected by height.
Bob is hard-coded, so if you have an empty hand, you can either make it unaffected by the hard-coded Bob, remove animation.player.first_person.walk, or disable it from the controller and hard-coded left and right. I need to fix Bob who is too strong (I personally think I should remove the hard-coded Bob to give the creator more freedom).
05/22/21 22:04
I said only the top and bottom bobs, but forgot that the left and right bobs are also included.
Organize the description:
Top and bottom = due to resource pack. The top and bottom hard-coded bob animations overlap with the top and bottom bob animations in the resource pack (this is close toMCPE-54072, so it may not have been necessary to explain here...).
Left / Right = Caused by a hard-coded Bob (BTU / 1.2.0+).
Left / Right = This is due to the resource pack and the hard-coded Bob animation overlapping.
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.02;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.3125", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
05/21/21
When I reconfirmed, the symptoms were a little similar.
Some descriptions are quite similar toMCPE-54072, but this bug report is only affected by height.
Bob is hard-coded, so if you have an empty hand, you can either make it unaffected by the hard-coded Bob, remove animation.player.first_person.walk, or disable it from the controller and hard-coded left and right. I need to fix Bob who is too strong (I personally think I should remove the hard-coded Bob to give the creator more freedom).
05/22/21 22:04
I said only the top and bottom bobs, but forgot that the left and right bobs are also included.
Organize the description:
Top and bottom = due to resource pack. The top and bottom hard-coded bob animations overlap with the top and bottom bob animations in the resource pack (this is close toMCPE-54072, so it may not have been necessary to explain here...).
Left / Right = Caused by a hard-coded Bob (BTU / 1.2.0+).
Left / Right= This is due to the resource pack and the hard-coded Bob animation overlapping.
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.02;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.3125", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
05/21/21
When I reconfirmed, the symptoms were a little similar.
Some descriptions are quite similar toMCPE-54072, but this bug report is only affected by height.
Bob is hard-coded, so if you have an empty hand, you can either make it unaffected by the hard-coded Bob, remove animation.player.first_person.walk, or disable it from the controller and hard-coded left and right. I need to fix Bob who is too strong (I personally think I should remove the hard-coded Bob to give the creator more freedom).
05/22/21 22:04
I said only the top and bottom bobs, but forgot that the left and right bobs are also included.
Organize the description:
Top and bottom = due to resource pack. The top and bottom hard-coded bob animations overlap with the top and bottom bob animations in the resource pack (this is close toMCPE-54072, so it may not have been necessary to explain here...).
Left / Right = Caused by a hard-coded Bob (BTU / 1.2.0+).
Up / down = This is due to the resource pack and the hard-coded Bob animation overlapping.- Fixed Typo
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.02;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.3125", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
05/21/21
When I reconfirmed, the symptoms were a little similar.
Some descriptions are quite similar toMCPE-54072, but this bug report is only affected by height.
Bob is hard-coded, so if you have an empty hand, you can either make it unaffected by the hard-coded Bob, remove animation.player.first_person.walk, or disable it from the controller and hard-coded left and right. I need to fix Bob who is too strong (I personally think I should remove the hard-coded Bob to give the creator more freedom).
05/22/21 22:04
I said only the top and bottom bobs, but forgot that the left and right bobs are also included.
Organize the description:
Top and bottom = due to resource pack. The top and bottom hard-coded bob animations overlap with the top and bottom bob animations in the resource pack (this is close toMCPE-54072, so it may not have been necessary to explain here...).
Left / Right = Caused by a hard-coded Bob (BTU / 1.2.0+).
Up / down = This is due to the resource pack and the hard-coded Bob animation overlapping.- Fixed Typo
06/20/21 18:42
Not only Bob in Y Position, but also X Position has become stronger.(
MCPE-54072)
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
is duplicated by
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.02;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.3125", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
05/21/21
When I reconfirmed, the symptoms were a little similar.
Some descriptions are quite similar toMCPE-54072, but this bug report is only affected by height.
Bob is hard-coded, so if you have an empty hand, you can either make it unaffected by the hard-coded Bob, remove animation.player.first_person.walk, or disable it from the controller and hard-coded left and right. I need to fix Bob who is too strong (I personally think I should remove the hard-coded Bob to give the creator more freedom).
05/22/21 22:04
I said only the top and bottom bobs, but forgot that the left and right bobs are also included.
Organize the description:
Top and bottom = due to resource pack. The top and bottom hard-coded bob animations overlap with the top and bottom bob animations in the resource pack (this is close toMCPE-54072, so it may not have been necessary to explain here...).
Left / Right = Caused by a hard-coded Bob (BTU / 1.2.0+).
Up / down = This is due to the resource pack and the hard-coded Bob animation overlapping.- Fixed Typo
06/20/21 18:42
Not only Bob in Y Position, but also X Position has become stronger.(
MCPE-54072)
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.15;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.0", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
05/21/21
When I reconfirmed, the symptoms were a little similar.
Some descriptions are quite similar toMCPE-54072, but this bug report is only affected by height.
Bob is hard-coded, so if you have an empty hand, you can either make it unaffected by the hard-coded Bob, remove animation.player.first_person.walk, or disable it from the controller and hard-coded left and right. I need to fix Bob who is too strong (I personally think I should remove the hard-coded Bob to give the creator more freedom).
05/22/21 22:04
I said only the top and bottom bobs, but forgot that the left and right bobs are also included.
Organize the description:
Top and bottom = due to resource pack. The top and bottom hard-coded bob animations overlap with the top and bottom bob animations in the resource pack (this is close toMCPE-54072, so it may not have been necessary to explain here...).
Left / Right = Caused by a hard-coded Bob (BTU / 1.2.0+).
Up / down = This is due to the resource pack and the hard-coded Bob animation overlapping.- Fixed Typo
06/20/21 18:42
Not only Bob in Y Position, but also X Position has become stronger.(
MCPE-54072)
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.15;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.0", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
05/21/21
When I reconfirmed, the symptoms were a little similar.
Some descriptions are quite similar toMCPE-54072, but this bug report is only affected by height.
Bob is hard-coded, so if you have an empty hand, you can either make it unaffected by the hard-coded Bob, remove animation.player.first_person.walk, or disable it from the controller and hard-coded left and right. I need to fix Bob who is too strong (I personally think I should remove the hard-coded Bob to give the creator more freedom).
05/22/21 22:04
I said only the top and bottom bobs, but forgot that the left and right bobs are also included.
Organize the description:
Top and bottom = due to resource pack. The top and bottom hard-coded bob animations overlap with the top and bottom bob animations in the resource pack (this is close toMCPE-54072, so it may not have been necessary to explain here...).Left / Right = Caused by a hard-coded Bob (BTU / 1.2.0+).
Up / down = This is due to the resource pack and the hard-coded Bob animation overlapping.- Fixed Typo
06/20/21 18:42
Not only Bob in Y Position, but also X Position has become stronger.(
MCPE-54072)
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.15;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.0", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
05/21/21
When I reconfirmed, the symptoms were a little similar.
Some descriptions are quite similar toMCPE-54072, but this bug report is only affected by height.
Bob is hard-coded, so if you have an empty hand, you can either make it unaffected by the hard-coded Bob, remove animation.player.first_person.walk, or disable it from the controller and hard-coded left and right. I need to fix Bob who is too strong (I personally think I should remove the hard-coded Bob to give the creator more freedom).
05/22/21 22:04
I said only the top and bottom bobs, but forgot that the left and right bobs are also included.
Organize the description:
Top and bottom = due to resource pack. The top and bottom hard-coded bob animations overlap with the top and bottom bob animations in the resource pack (this is close toMCPE-54072, so it may not have been necessary to explain here...).
Left / Right = Caused by a hard-coded Bob (BTU / 1.2.0+).
Up / down = This is due to the resource pack and the hard-coded Bob animation overlapping.- Fixed Typo
06/20/21 18:42
Not only Bob in Y Position, but also X Position has become stronger.(
MCPE-54072)06/30/22 01:17
Left and right bobs are stronger was reported in MCPE-64824, so the text was removed.
Only issues that are almost identical toMCPE-54072are described here.The explanation is getting jumbled up, so I will rewrite it when I have time.
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.15;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { // why vanilla code was used '9.75'?(v1.16.220+ = Why '1.5'?) "position": ["math.sin(-query.walk_distance * 180.0) * variable.hand_bob *7.0", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.
05/21/21
When I reconfirmed, the symptoms were a little similar.
Some descriptions are quite similar toMCPE-54072, but this bug report is only affected by height.
Bob is hard-coded, so if you have an empty hand, you can either make it unaffected by the hard-coded Bob, remove animation.player.first_person.walk, or disable it from the controller and hard-coded left and right. I need to fix Bob who is too strong (I personally think I should remove the hard-coded Bob to give the creator more freedom).
05/22/21 22:04
I said only the top and bottom bobs, but forgot that the left and right bobs are also included.
Organize the description:
Top and bottom = due to resource pack. The top and bottom hard-coded bob animations overlap with the top and bottom bob animations in the resource pack (this is close toMCPE-54072, so it may not have been necessary to explain here...).
Left / Right = Caused by a hard-coded Bob (BTU / 1.2.0+).
Up / down = This is due to the resource pack and the hard-coded Bob animation overlapping.- Fixed Typo
06/20/21 18:42
Not only Bob in Y Position, but also X Position has become stronger.(
MCPE-54072)06/30/22 01:17
Left and right bobs are stronger was reported in MCPE-64824, so the text was removed.
Only issues that are almost identical toMCPE-54072are described here.The explanation is getting jumbled up, so I will rewrite it when I have time.
(sorry not good my English...)
test video: https://www.youtube.com/watch?v=HR7j41UmmWg
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.15;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { ?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.0", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.Note: It appears that the 1.14.0 bug has returned from version 1.17.0.
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.15;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { ?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.0", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.Note: It appears that the 1.14.0 bug has returned from version 1.17.0.
Steps to Reproduce:
1.Enable 'view bobbing' toggle option in video.2.walk on ground.
Observed Results:
Hand bob is too strong than Java Edition and older Bedrock EditionExpected Results:
Must match like Java Edition and old Bedrock Edition.
We have prepared sample code for fixing bugs:
animations/player_firstperson.animation.json
"animation.player.first_person.walk": { // copy here "loop": true, "bones": { // You can get closer to the Java Edition or old Bedrock Edition by preparing a 0.75x hand bob code that is the reverse of the normal direction. // This is enough, as the hard-coded animation will play. "rightArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] }, "leftArm": { "position": [ "math.sin(query.walk_distance * 180) * variable.hand_bob * 0.75", 0.0, 0.0 ] } } }
However, if you go underwater, the animation may be played by mistake. You can improve it by adding this code to variable.hand_bob.
entity/player.entity.json:
"variable.hand_bob = query.life_time < 0.01 ? 0.0 : variable.hand_bob + ((query.is_on_ground && query.is_alive * (1.0 - variable.swim_amount) ? math.clamp(math.sqrt(math.pow(query.position_delta(0), 2.0) + math.pow(query.position_delta(2), 2.0)), 0.0, 0.1) : 0.0) - variable.hand_bob) * 0.15;",
The cause of the bug that makes the top and bottom bobs stronger is that the hard-coded animation and the top and bottom animations coded in the vanilla resource pack are played at the same time.
The problem of stronger left and right hand bobs actually exists from 1.2. It's very annoying.
The top and bottom bob bugs only occur on some items and on empty hands.
These codes only work for items specified by 'attachable', and for empty hands (the animation when holding the item seems to be hard-coded at this time and cannot be changed).These are just samples.
If the empty hand animation is no longer affected by the hard-coded animation, we recommend using the following code:
"animation.player.first_person.walk": { "loop": true, "bones": { "rightArm": { ?) "position": [ "math.sin(-query.walk_distance * 180.0) * variable.hand_bob * 7.0", "-math.abs(math.cos(-query.walk_distance * 180.0)) * variable.hand_bob * 15.0 + variable.short_arm_offset_left", 0.0 ] } } }Finding these files can be very annoying.
The animations player_firstperson.animation.json in the 'vanilla' folder uses 9.75, and 'vanilla_1.16.200' folder is uses 1.5.
This is the cause.Note: It appears that the 1.14.0 bug has returned from version 1.17.0. (
MCPE-54072)
is duplicated by
Thank you for your report!
We're tracking this issue in MCPE-128317 and MCPE-64824, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
– I am a bot. This action was performed automatically! The ticket was resolved by one of our moderators, and I left this message to give more information to you.
The player's hand has already been reported at MCPE-128317, so I am updating this report to only be about the shield.
Thank you for your report!
We're tracking this issue in MCPE-128317 and MCPE-47877, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support (Technical Issues) – 📧 Microsoft Support (Account Issues)
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
– I am a bot. This action was performed automatically! The ticket was resolved by one of our moderators, and I left this message to give more information to you.
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