Third Person View punching/mining animation is broken
Current animation:
- The body's rotation isn't pronounced enough, making the offhand move forward a bit too much;
- The main hand's rotation range is not wide enough, it doesn't ever get close to the center of the screen;
- The main hand is barely raised, regardless of the direction the player is looking at (MCPE-54697);
- The transition from the attack animation and the base pose is not smooth (MCPE-133777).
Original animation:
- The body rotates enough for the motion to be more lively without the offhand being too distracting;
- The main hand's movement is way more pronounced, starting wide and hitting the center of the screen before finishing;
- The main hand's motion is obvious, and also matches whichever direction the player is currently facing;
- The transition from the attack animation and the base pose is seamless.
Screenshots/Videos attached: Yes
Notes: This can be fixed by changing the animation from this...
{{code}}
"animation.player.attack.rotations" : {
"loop" : true,
"bones" : {
"body" : {
"rotation" : [ 0.0, "variable.attack_body_rot_y", 0.0 ]
},
"leftarm" : {
"rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 10.0", 0.0, 0.0 ]
},
"rightarm" : {
"rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 30.0", "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) ? (-90.0 * math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180)) + 30.0 : 0.0)", 0.0 ]
}
}
}
to this:
"animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0 ] }, "leftarm" : { "rotation" : [ "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "math.sin(1.0 - math.pow(1.0 - variable.attack_time, 3.0) * 180.0) * 68.75 - math.sin(variable.attack_time * 180.0) * -(query.target_x_rotation - 40.10) * 0.75", "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46 * 2.0", "math.sin(variable.attack_time * 180.0) * -22.91" ] } } }
The expression math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46 is repeated in all three limbs, and can be reduced to a variable. In this case, the variable variable.attack_body_rot_y found in player.entity.json should be changed from this...
Math.sin(360*Math.sqrt(variable.attack_time)) * 5.0
to this:
math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46
Created Issue:
Third Person View punching/breaking animation is broken
Since the release of 1.13.0.1 beta, the punching/breaking animation broke.
Expected results:
The torso shakes and the arm moves.Observed results:
The entire body shakes and the head does it in a different direction, looking really odd while mining.
relates to
Since the release of 1.13.0.1 beta, the punching/breaking animation broke.
Expected results:
The torso shakes and the arm moves.Observed results:
The entire body shakes and the head does it in a different direction, looking really odd while mining.
Since the release of 1.13.0.1 beta, the punching/breaking animation broke.
Expected results:
The torso shakes and the arm moves.
Observed results:
Theentire body shakes and the head does it in a different direction, looking really odd while mining.Observed results:
The offhand moves forward a bit too much and the mainhand is rotating too far from the center of the screen.Expected results:
The offhand moves forward just a bit and the mainhand rotates closer to the center of the screen.Screenshots/Videos attached: Yes
Notes: below here are attached two videos: one for the animation was expected and used to be played in older versions and one for the
Observed results:
The offhand moves forward a bit too much and the mainhand is rotating too far from the center of the screen.Expected results:
The offhand moves forward just a bit and the mainhand rotates closer to the center of the screen.Screenshots/Videos attached: Yes
Notes: below here are attached two videos: one for the animation was expected and used to be played in older versions and one for the animation that is currently played in the beta.
Observed results:
The offhand moves forward a bit too muchandthe mainhand is rotating too far from the center of the screen.Expected results:
The offhand moves forward just a bitandthe mainhand rotates closer to the center of the screen.Screenshots/Videos attached: Yes
Notes: below here are attached two videos: one for the animation was expected and used to be played in older versions and one for the animation that is currently played in the beta.
Observed results:
The offhand moves forward a bit too much, the mainhand is rotating too far from the center of the screen and too low.Expected results:
The offhand moves forward just a bit, the mainhand rotates closer to the center of the screen and it goes higher.Screenshots/Videos attached: Yes
Notes: below here are attached two videos: one for the animation was expected and used to be played in older versions and one for the animation that is currently played in the beta.
Third Person View punching/breaking animation is brokenThird Person View punching/mining animation is broken
Observed results:
The offhand moves forward a bit too much, the mainhand is rotating too far from the center of the screen and too low.Expected results:
The offhand moves forward just a bit, the mainhand rotates closer to the center of the screen and it goes higher.Screenshots/Videos attached: Yes
Notes: below here are attached two videos: one for the animation was expected and used to be played in older versions and one for the animation that is currently played in the beta.
Observed results:
The offhand moves forward a bit too much, the mainhand is rotating too far from the center of the screen and too low.Expected results:
The offhand moves forward just a bit, the main hand rotates closer to the center of the screen and it goes higher depending on the direction (MCPE-54697).Screenshots/Videos attached: Yes
Notes: below here are attached two videos: one for the animation was expected and used to be played in older versions and one for the animation that is currently played in the beta.
Observed results:
The offhand moves forward a bit too much, the mainhand is rotating too far from the center of the screen and too low.Expected results:
The offhand moves forward just a bit, the main hand rotates closer to the center of the screen and it goes higher depending on the direction (MCPE-54697).Screenshots/Videos attached: Yes
Notes: below here are attached two videos: one for the animation was expected and used to be played in older versions and one for the animation that is currently played in the beta.
Current animation:
- The body's rotation isn't pronounced enough, making the offhand move forward a bit too much;
- The main hand's rotation range is not wide enough, it doesn't ever get close to the center of the screen;
- The main hand is barely raised, regardless of the direction the player is looking at (MCPE-54697);
- The transition from the attack animation and the base pose is not smooth (
MCPE-50236).Original animation:
- The body rotates enough for the motion to be more lively without the offhand being too distracting;
- The main hand's movement is way more pronounced, starting wide and hitting the center of the screen before finishing;
- The main hand's motion is obvious, and also matches whichever direction the player is currently facing;
- The transition from the attack animation and the base pose is seamless.
Screenshots/Videos attached: Yes
Notes: This can be fixed by changing the animation from this...
{{code}} "animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "variable.attack_body_rot_y", 0.0 ] }, "leftarm" : { "rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 10.0", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 30.0", "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) ? (-90.0 * math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180)) + 30.0 : 0.0)", 0.0 ] } } }to this:
"animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0 ] }, "leftarm" : { "rotation" : [ "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "math.sin(1.0 - math.pow(1.0 - variable.attack_time, 3.0) * 180.0) * 68.755 - math.sin(variable.attack_time * 180.0) * -(query.target_x_rotation - 40.107) * 0.75", "math.sin(math.sqrt(variable.attack_time) * 360.0) * 22.9183", "math.sin(variable.attack_time * 180.0) * -22.9183" ] } } }The expression math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46 is repeated in all three limbs, and can be reduced to a variable. In this case, the variable variable.attack_body_rot_y found in player.entity.json should be changed from this...
Math.sin(360*Math.sqrt(variable.attack_time)) * 5.0to this:
math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46
Current animation:
- The body's rotation isn't pronounced enough, making the offhand move forward a bit too much;
- The main hand's rotation range is not wide enough, it doesn't ever get close to the center of the screen;
- The main hand is barely raised, regardless of the direction the player is looking at (MCPE-54697);
- The transition from the attack animation and the base pose is not smooth (
MCPE-50236).Original animation:
- The body rotates enough for the motion to be more lively without the offhand being too distracting;
- The main hand's movement is way more pronounced, starting wide and hitting the center of the screen before finishing;
- The main hand's motion is obvious, and also matches whichever direction the player is currently facing;
- The transition from the attack animation and the base pose is seamless.
Screenshots/Videos attached: Yes
Notes: This can be fixed by changing the animation from this...
{{code}} "animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "variable.attack_body_rot_y", 0.0 ] }, "leftarm" : { "rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 10.0", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 30.0", "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) ? (-90.0 * math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180)) + 30.0 : 0.0)", 0.0 ] } } }to this:
"animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0 ] }, "leftarm" : { "rotation" : [ "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "math.sin(1.0 - math.pow(1.0 - variable.attack_time, 3.0) * 180.0) * 68.755 - math.sin(variable.attack_time * 180.0) * -(query.target_x_rotation - 40.107) * 0.75", "math.sin(math.sqrt(variable.attack_time) * 360.0) * 22.9183", "math.sin(variable.attack_time * 180.0) * -22.9183" ] } } }The expression math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46 is repeated in all three limbs, and can be reduced to a variable. In this case, the variable variable.attack_body_rot_y found in player.entity.json should be changed from this...
Math.sin(360*Math.sqrt(variable.attack_time)) * 5.0to this:
math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46Current animation:
- The body's rotation isn't pronounced enough, making the offhand move forward a bit too much;
- The main hand's rotation range is not wide enough, it doesn't ever get close to the center of the screen;
- The main hand is barely raised, regardless of the direction the player is looking at (MCPE-54697);
- The transition from the attack animation and the base pose is not smooth (MCPE-133777).
Original animation:
- The body rotates enough for the motion to be more lively without the offhand being too distracting;
- The main hand's movement is way more pronounced, starting wide and hitting the center of the screen before finishing;
- The main hand's motion is obvious, and also matches whichever direction the player is currently facing;
- The transition from the attack animation and the base pose is seamless.
Screenshots/Videos attached: Yes
Notes: This can be fixed by changing the animation from this...
{{code}} "animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "variable.attack_body_rot_y", 0.0 ] }, "leftarm" : { "rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 10.0", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 30.0", "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) ? (-90.0 * math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180)) + 30.0 : 0.0)", 0.0 ] } } }to this:
"animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0 ] }, "leftarm" : { "rotation" : [ "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "math.sin(1.0 - math.pow(1.0 - variable.attack_time, 3.0) * 180.0) * 68.755 - math.sin(variable.attack_time * 180.0) * -(query.target_x_rotation - 40.107) * 0.75", "math.sin(math.sqrt(variable.attack_time) * 360.0) * 22.9183", "math.sin(variable.attack_time * 180.0) * -22.9183" ] } } }The expression math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46 is repeated in all three limbs, and can be reduced to a variable. In this case, the variable variable.attack_body_rot_y found in player.entity.json should be changed from this...
Math.sin(360*Math.sqrt(variable.attack_time)) * 5.0to this:
math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46
Current animation:
- The body's rotation isn't pronounced enough, making the offhand move forward a bit too much;
- The main hand's rotation range is not wide enough, it doesn't ever get close to the center of the screen;
- The main hand is barely raised, regardless of the direction the player is looking at (MCPE-54697);
- The transition from the attack animation and the base pose is not smooth (MCPE-133777).
Original animation:
- The body rotates enough for the motion to be more lively without the offhand being too distracting;
- The main hand's movement is way more pronounced, starting wide and hitting the center of the screen before finishing;
- The main hand's motion is obvious, and also matches whichever direction the player is currently facing;
- The transition from the attack animation and the base pose is seamless.
Screenshots/Videos attached: Yes
Notes: This can be fixed by changing the animation from this...
{{code}} "animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "variable.attack_body_rot_y", 0.0 ] }, "leftarm" : { "rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 10.0", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 30.0", "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) ? (-90.0 * math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180)) + 30.0 : 0.0)", 0.0 ] } } }to this:
"animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0 ] }, "leftarm" : { "rotation" : [ "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "math.sin(1.0 - math.pow(1.0 - variable.attack_time, 3.0) * 180.0) * 68.755- math.sin(variable.attack_time * 180.0) * -(query.target_x_rotation - 40.107) * 0.75", "math.sin(math.sqrt(variable.attack_time) * 360.0) *22.9183", "math.sin(variable.attack_time * 180.0) * -22.9183" ] } } }The expression math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46 is repeated in all three limbs, and can be reduced to a variable. In this case, the variable variable.attack_body_rot_y found in player.entity.json should be changed from this...
Math.sin(360*Math.sqrt(variable.attack_time)) * 5.0to this:
math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46Current animation:
- The body's rotation isn't pronounced enough, making the offhand move forward a bit too much;
- The main hand's rotation range is not wide enough, it doesn't ever get close to the center of the screen;
- The main hand is barely raised, regardless of the direction the player is looking at (MCPE-54697);
- The transition from the attack animation and the base pose is not smooth (MCPE-133777).
Original animation:
- The body rotates enough for the motion to be more lively without the offhand being too distracting;
- The main hand's movement is way more pronounced, starting wide and hitting the center of the screen before finishing;
- The main hand's motion is obvious, and also matches whichever direction the player is currently facing;
- The transition from the attack animation and the base pose is seamless.
Screenshots/Videos attached: Yes
Notes: This can be fixed by changing the animation from this...
{{code}} "animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "variable.attack_body_rot_y", 0.0 ] }, "leftarm" : { "rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 10.0", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 30.0", "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) ? (-90.0 * math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180)) + 30.0 : 0.0)", 0.0 ] } } }to this:
"animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0 ] }, "leftarm" : { "rotation" : [ "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "math.sin(1.0 - math.pow(1.0 - variable.attack_time, 3.0) * 180.0) * 68.75 - math.sin(variable.attack_time * 180.0) * -(query.target_x_rotation - 40.10) * 0.75", "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46 * 2.0", "math.sin(variable.attack_time * 180.0) * -22.91" ] } } }The expression math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46 is repeated in all three limbs, and can be reduced to a variable. In this case, the variable variable.attack_body_rot_y found in player.entity.json should be changed from this...
Math.sin(360*Math.sqrt(variable.attack_time)) * 5.0to this:
math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46
This may relates to MCPE-47940, MCPE-47939. Since the animations for punching or mining has been partially been fixed, I've noticed a problem with it. There is one frame of the punching animation missing/cut off, as it is no longer smooth. Attachment was made before 1.13.0.5.
This issue has gotten worse in 1.13. See MCPE-47940 for updated information.
I've included the fixed animation in MCPE-47940.
The player's animation controller file defines "attack.position" and "attack.rotations" to be used whenever "variable.attack_time" is greater than or equal to 0. However, the inclusion of 0 means the animation is constantly used even when the player isn't attacking, which is not really noticeable with the vanilla animation (because of MCPE-47940) but is an inconvenience for any custom animations. This can be fixed by defining it to be used whenever "variable.attack_time" is greater than 0.
Steps to reproduce
- Apply MCPE-167696.mcpack
to a world, and open the world. - Switch to third person.
- Press attack button.
Expected result
The arm and head look normal when not attacking, then snap to a 45 degree angle during the attack and go back to their default positions after the attack is finished.
Observed result
The arm and head stay at a 45 degree angle for the entire duration of your session.
affects 1.13.0.2
Partially fixed in 1.13.0.4. Updated summary/description to describe what's currently happening.
affects 1.13.0.5
affects 1.13.0.13
still affects 1.14.30 and 1.16.0.55 Beta
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affects 1.19.30
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Cleaning up old tickets: This ticket had been set to 'Awaiting Response', but has not received a response from the reporter (~3 months+) so is being closed as Incomplete. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines which includes steps to reproduce the problem.
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Still an issue in the current versions.