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i test it on my mob and antique beasts mod. if they walk on soul sand and honey block. mob will detect it as idle somehow.
private PlayState predicate(AnimationState event) { if (event.isMoving()) { event.getController().setAnimation(RawAnimation.begin().then("walk", Animation.LoopType.LOOP)); } else { event.getController().setAnimation(RawAnimation.begin().then("idle", Animation.LoopType.LOOP)); } return PlayState.CONTINUE; }
that is the code that i use for moving and idle.
i'm on geckolib 4.7 and minecraft fabric 1.20.1.
please let me know if its just happen for me, or happen to anyone else, maybe something to fix.
The text was updated successfully, but these errors were encountered:
Might need to adjust the movement threshold maybe in your renderer getMotionAnimThreshold
getMotionAnimThreshold
Sorry, something went wrong.
thank you!!
so to make it work i put it in Renderer
like this.
Override public float getMotionAnimThreshold(ArcherEntity animatable) { return 0.008F; // Adjust this value as needed, default is 0.015F }
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i test it on my mob and antique beasts mod.
if they walk on soul sand and honey block. mob will detect it as idle somehow.
private PlayState predicate(AnimationState event) {
if (event.isMoving()) {
event.getController().setAnimation(RawAnimation.begin().then("walk", Animation.LoopType.LOOP));
} else {
event.getController().setAnimation(RawAnimation.begin().then("idle", Animation.LoopType.LOOP));
}
return PlayState.CONTINUE;
}
that is the code that i use for moving and idle.
i'm on geckolib 4.7 and minecraft fabric 1.20.1.
please let me know if its just happen for me, or happen to anyone else, maybe something to fix.
The text was updated successfully, but these errors were encountered: