Bettermodel Entity Cinematic
Use an animated BetterModel entity in a cinematic
Champs
| Champ | Type | Par défaut | Description | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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definition | Ref<BetterModelDefinition> | — | The entity definition to use in the cinematic
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| Champ | Type | Par défaut | Description | ||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
displayName | Var<String> | — | — | ||||||||||||||||||||||||||||||||||||||||||||
sound | Var<Sound> | EMPTY | — | ||||||||||||||||||||||||||||||||||||||||||||
data | List<Ref<EntityData<*>>> | empty | — | ||||||||||||||||||||||||||||||||||||||||||||
modelId | Var<String> | — | The BetterModel model ID to use | ||||||||||||||||||||||||||||||||||||||||||||
named | Var<Boolean> | false | Whether the entity should display a nametag | ||||||||||||||||||||||||||||||||||||||||||||
defaultAnimationSettings | DefaultAnimationSettings | — | Default animation settings for the entity
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| Champ | Type | Par défaut | Description |
|---|---|---|---|
walkAnimation | Boolean | true | Run the default walk animation if the entity is moving |
idle | Var<String> | idle | The idle animation to play when the entity is not moving |
walk | Var<String> | walk | The walk animation to play when the entity is moving |
attack | Var<String> | attack | The attack animation to play when the entity swings its arm |
hurt | Var<String> | hurt | The hurt animation to play when the entity takes damage |
strafe | Var<String> | strafe | The strafe animation to play when the entity moves sideways |
jump | Var<String> | jump | The jump animation to play when the entity leaves the ground |
fly | Var<String> | fly | The flying animation to play when the entity is airborne |
interact | Var<String> | interact | The interact animation to play when the entity is interacted with |
hitboxYOffset | Double | -1.6 | Y offset applied to bone hitbox interaction entities (client-side positioning) |
focusOffsetVectorheadLightVar<Int>0hitboxesList<BoneHitbox>emptyBoneHitbox (7)
| Champ | Type | Par défaut | Description |
|---|---|---|---|
boneName | String | — | — |
width | Float | 0.5 | — |
height | Float | 0.5 | — |
scale | Float | 1.0 | — |
offsetX | Double | 0.0 | — |
offsetY | Double | 0.0 | — |
offsetZ | Double | 0.0 | — |
nameOffsetDouble2.3showDisplayNameBooleantruesegmentsList<BetterModelEntityRecordedSegment>emptyBetterModelEntityRecordedSegment (4)
| Champ | Type | Par défaut | Description | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
startFrame | Int | 0 | — | ||||||||||||
endFrame | Int | 0 | — | ||||||||||||
artifact | Ref<EntityCinematicArtifact> | — | The artifact for the recorded interactions data | ||||||||||||
animations | List<BetterModelAnimationSegment> | empty | —
|
| Champ | Type | Par défaut | Description |
|---|---|---|---|
frame | Int | 0 | — |
animation | String | — | — |
Champs TypeWriter communs (criteria)
| Champ | Type | Par défaut | Description |
|---|---|---|---|
criteria | List<Criteria> | empty | — |
How to use it
Set definition to a BetterModel Definition and add segments. Each segment points to an artifact (a recorded movement of an entity, made in the entity cinematic recording tool) and can trigger animations: a list of frame and animation pairs. The model follows the recorded position and pose and plays the animations at the given frames. Jumping more than 5 frames in the timeline respawns the model.