Ben Durrant
- EskiMojo14
- eskimojo14
- Europe/London
- Yes
- No
As the title says, the animation of the "Totem of Undying" (once used) appears to be affected by the "fixed" display setting, and for the main swoop, is the reverse of the way the model displays whilst in an item frame. This works for models generated from the texture, and models that are the same both sides, but for models that are made to face a certain way, it means that for the main part of the animation, only the back is visible. Is there any way this could be reversed?
I've attached a simple block model with different wool on each face to verify that the animation is indeed the reverse of the display in an item frame.
EDIT: I've made some gifs to demonstrate what I mean.
So this is with "y" rotation in the "fixed" display setting as zero:
http://i.imgur.com/cfN93UZ.pngIn this case, the animation mainly shows the back of the model:
https://gyazo.com/b6f412affae23d98260c356af138712eWhereas in this case, "y" rotation is set to 180:
http://i.imgur.com/jEnSOcq.pngAnd then the animation shows the face: https://gyazo.com/fe187d2603d649922deed409d41a9ed8
As you can see, the second animation is much better visually, but it has a bad effect on the item frame display.
Is there any way this could be fixed?
As the title says, the animation of the "Totem of Undying" (once used) appears to be affected by the "fixed" display setting, and for the main swoop, is the reverse of the way the model displays whilst in an item frame. This works for models generated from the texture, and models that are the same both sides, but for models that are made to face a certain way, it means that for the main part of the animation, only the back is visible. Is there any way this could be reversed?
I've attached a simple block model with different wool on each face to verify that the animation is indeed the reverse of the display in an item frame.
EDIT: I've made some gifs to demonstrate what I mean. (I can't legally attach the model, as it's from PureBDcraft)
So this is with "y" rotation in the "fixed" display setting as zero:
http://i.imgur.com/cfN93UZ.pngIn this case, the animation mainly shows the back of the model:
https://gyazo.com/b6f412affae23d98260c356af138712eWhereas in this case, "y" rotation is set to 180:
http://i.imgur.com/jEnSOcq.pngAnd then the animation shows the face: https://gyazo.com/fe187d2603d649922deed409d41a9ed8
As you can see, the second animation is much better visually, but it has a bad effect on the item frame display.
Is there any way this could be fixed?



I'm afraid that wouldn't work. The point is, the "fixed" display setting affects both the display when in an item frame and during the animation, and in effect appears to be inverted, as irrespective of which way the model truly faces, if the "fixed" display rotation is set to one value, for example 0, the item frame shows one side (http://i.imgur.com/cfN93UZ.png), and the main segment of the animation shows the opposite (https://gyazo.com/b6f412affae23d98260c356af138712e). If nothing else, only the "fixed" display rotation is modified to show the inverse, so in this case 180, the item frame shows the side that was shown during the animation the first time (http://i.imgur.com/jEnSOcq.png), and the animation shows the side that was shown in the item frame (https://gyazo.com/fe187d2603d649922deed409d41a9ed8). Again, this happens regardless of the model's original orientation. This is testable using the resourcepack I've attached, which uses a different colour wool for each face of a simple cube. When in an item frame, the cube shows one face, but when the animation is triggered, the main swoop shows the complete opposite side, as evidenced when the item is dropped, to make all sides visible.
Glad that's sorted out then
No problem about the paragraph, I'm just glad it's fixed 