GeckoLib support for MCreator is back! Now more powerful than ever, GeckoLib allows you to animate your entity, block, armor and item models using smooth keyframe animations made with blockbench. This plugin implements an easy to use method of applying those animations and models in only a few simple steps!
The java plugins feature needs to be enabled as this is a java plugin
-This plugin is not maintained or supported by the the creators of GeckoLib.
As I am currently serving in the military, I have little time to test and update the plugin, so expect to encounter bugs. I will eventually fix them, but don't count on a specific timeline. However, you are making it harder on yourself by not using my issue tracker and expecting me to read every comment here to see if anyone is encountering issues every time I release a new version.
Example
How to use?
2023.4+ tutorial for versions 5.2 or above
Changelog
v5.6.4
-Fixed animated items causing a build error in 1.19.4
-Fixed animated items causing build errors if more than 1 existed
-Fixed animated items not generating code in 2023.4
-Fixed animated blocks without blockstates causing build errors
v5.6
-Added blockstates to animated blocks
-Added the option to disable the swing animation of animated items
v5.5.1
-Fix import formatter not working in some cases
v5.5
-Support for MCreator 2024.1
-Support for neoforge 1.20.4
-Added the step height parameter to animated entities
-Removed particle parameters from animated blocks
-Cleaned up some messy code
-Updated the behaviour page of animated entities
v5.4.4
-Fixed mineable tags not generating when fluids existed in the workspace
v5.4.3
-Fixed mineable tags not generating when plant elements existed
-Fixed itemstates still not working below version 1.20.1
-Fixed itemstates causing build errors below version 1.20.1
v5.4.2
-Fixed the shield blocking property not registering in 1.20.1
v5.4.1
-Fixed animated items not saving
v5.4
-Updated geckolib API versions
-Animated items can now have custom player model arm poses
-Fixed imported animation names not automatically renaming properly
-Fixed animated entity models' head movement calculations
v5.3
-Fixed animated items bobbing when using animation procedures
-Fixed animated block stop animation procedure blocks not working
-Fixed animated item stop animation procedure blocks not working
-Fixed plant elements causing build errors in 1.19.2
-Updated the chinese translations
v5.2
-Fixed looping animations not being stoppable
-Fixed hold on last frame animations not being stoppable
-Cleaned up outdated animation controller code
-Removed the conditional animation option as it is obsolete
-Removed the loop condition as it is obsolete
v5.1.2
-Fixed procedure start blocks duplicating when creating the procedure
v5.1.1
-Fixed entity data procedures not working with animated entities
v5.1
-Added the entity data page to animated entities
-Animated entity textures are now saved automatically when changed
-Animation files are now automatically renamed to the name of the model when imported
-Fixed the geckolib models and display settings tab not properly refreshing
-Fixed animation files not being deleted when deleting the model file
v5.0.2
-Added back 1.19.2 support for now
-Added a built-in update notification dialog
V5.0.1
-Fixed custom sounds causing crashes
v5.0
-Updated to 2023.4
-Fixed some build errors with animated blocks
-Fixed some missing translation keys
-Ranged entities are now compatible with the projectile element
-Updated the geckolib version
v4.9.2
-Fixed itemstates being broken in 1.19.4
-Fixed head animation groups not working unless named "head"
-Fixed the mineable tag fix not being in versions below 1.20.1
-Fixed animated blocks breaking mineable tags
-Fixed a 1.20.1 build error with ridable entities
-Fixed some 1.20.1 issues
-MCreator 2023.3 support
-Forge 1.20.1 support
-Fixed the ranged item model issue caused by the geckolib mod
v4.8.7
-Fixed villager professions causing a build error
-Fixed animated block elements not opening (again)
-Fixed entity visual scale not working in forge 1.19.4
-Fixed the plugin causing biomes to not compile in forge 1.19.4
-Support for the latest MCreator snapshot
-Added Chinese translations
-Fixed creative tabs causing build errors
-Fixed blocks not compiling on 1.19.4
-Fixed the animated block element not opening
-Added support for forge 1.19.4
-Fixed animated armor not being available in the item selector
-Fixed the game not being able to launch when animated blocks had 0 procedure animations
-Dropped support for 2023.1 due to incompatibilities in the code
-Blockbench loop types (play once, loop, hold onto last frame) now work in-game for forge 1.19.4
v4.7.2
-Fixed workspaces freezing when used on macs
-Fixed animated blocks lagging the game (now you need to be specify how many procedure animations they can use)
Comments
Feedback a question.
When using this plugin to make animation blocks, it will crowd out the tool json for normal blocks.
For example:
Make A block A from the original Mcr and a block B from the animation blocks of this plugin.
Both of these blocks need to be mined with the pickaxe tool.
The generated pickaxe.json will only have block B of the animation blocks generated by this plugin registered,block A will be crowded out and disappear.
(Please forgive me if there may be some inaccuracies in English translation with translation software.)
Mcr version: 2023.1.10610
Plug-in version: V4.7.1
I use the stop any procedure tagged animation block before I play the next animation but it doesn't work at all once the door plays the opened idle animation even when telling it to stop and play another animation the block won't stop any animations with the Stop Animation Block.
I need some help please, I made a empty idle animation named 0 for my vault door however after my open animation named 1 set to hold on last frame will play then the idle animation will play right after ruining the whole animation. is there a way to stop the idle animation from playing after every animation for animated blocks? I only want my vault door to close when I play the close animation named 2.
MCreator will update to 1.19.4.
Yes exactly what I mean create for both open and close animation a open/close animation and a idle animation for these two states. You should have 4 animation. 2 for the closed/opened idle animation and 2 for the actual open/close animation.
Submitted by CBJaxxx on Sat, 03/25/2023 - 18:47
I managed to make open + close animations, and opened + closed animations. How do I stop a the door from staying open because when I trigger the close door animation it wont play the door just continues to loop the opened animation.
Smooth animations don't play when I tested it only linear works