Create minecraft intros & videos with the easiest minecraft animation maker
Содержание:
- Trivia
- Entity Animation Format Examples[]
- Source Filmmaker
- Customizable Minecraft animation templates
- Blocks[]
- Inventory Icons[]
- Entities[]
- Plot
- Upgrade from v1.7 Beta to v1.8[]
- Mine-Imator
- Interpolation[]
- Autodesk Maya
- Blender
- The best way to create animated Minecraft videos
- State Blending[]
- 3DS Max
- Cinema 4D Studio
- State Transitions[]
Trivia
- According to the calendar on the desktop, the events of this installment took place on December 15th, 2015.
- Edited stock footage from Animator vs Animation 4 is used, as well as an edited reused scene from this installment when The Second Coming lapses into memories of Red.
- This is the first installment where Adobe Flash
It is also the second installment not to feature Noogai3 after Animator vs Animation.
is not involved in the plot in any way (although its logo can be seen).
- Alan Becker initially claimed that he had no plans to create an Animation vs. League of Legends installment, despite the implications of the ending. While he eventually went back on this, the Animation vs. League of Legends that came to be didn’t directly pick up from where this one ended.
- All sounds from Animator vs Animation 4 are reused in this installment.
- Excluding the edited stock footage from Animator vs Animation 4, this is, to date, the only Animator or Animation vs video in which Becker himself is not featured even by a computer mouse.
- The Required Essay from Animator vs. Animation and Animator vs. Animation 2 is shown in the stuff folder in the storage folder. There is also a backup variant of the same essay.
- This is the last video to take place on Windows 7.
- The League of Legends HUD is actually Garen’s HUD, just re-edited.
Entity Animation Format Examples[]
The json format for an animation is as follows. Note Matching the geometry format, units are in 1/16ths of meters.
"<animation_name>" { // optional "loop" <bool> // default = false. Should the animation loop back to t=0.0 when it finishes? "blend_weight" <expression> // default = "1.0". How much this animation is blended with the others. 0.0 = off. 1.0 = fully apply all transforms. Can be an expression - see the Animation Controller section below "animation_length" <float> // default = time of last key frame. At what time does the system consider this animation finished? "override_previous_animation" <bool> // default = false. Should the animation pose of the bone be set to the bind pose before applying this animation, thereby overriding any previous animations to this point? // required "bones" { "<bone_name>" { // must match the name of the bone specified in the geometry skeleton // various flavours of setting data // omitting a channel skips that channel for this animation of this bone // any number of floats below can be replaced by a string expression as described above; you don't have to replace all the floats on a line with expressions, only the ones you want to be expression-based "position" 1.0, // set x, y, and z to 1 "position" 1.0], // set x, y, and z to 1 "position" 1.0, 2.0, 3.0], // set x=1 , y=2 , and z=3 "rotation" 45.0, // set x, y, and z to 45 degrees "rotation" 45.0], // set x, y, and z to 45 degrees "rotation" 30.0, 0.0, 45.0], // set x, y, and z to the respective values (in degrees) // note: only uniform scaling is supported at this time "scale" 2.0, // scales the bone by 2.0 "scale" 2.0], // scales the bone by 2.0 // Key frame data is described below // Note that any of the above styles of values will work for "pre" and "post", and "pre" does not have to have the same format as "post" "rotation" { "0.0" 80.0, 0.0, 0.0], "0.1667" -80.0, 0.0, 0.0], "0.333" 80.0, 0.0, 0.0 } // For discontinuous channel curve, you can specify a different value when interpolating to/from this key frame "rotation" { "0.3" { // the key field is the time stamp for this key frame: the value can be any of the above examples "pre" 30.0, 0.0, 45.0], // when interpolating towards this key frame from the previous, use this value "post" "180.0 * Math.Sin(global.key_frame_lerp_time)" // when at interpolating away from this key frame to the next, use this value } } // another example "rotation" { "0.0" 80.0, 0.0, 0.0], // start at an x rotation of 80 degrees "0.4" { "pre" 80.0, 0.0, 0.0], // stay at 80 until 0.4 seconds have elapsed "post" 0.0, 0.0, 0.0], // discontinuously pop the x rotation to 0.0 degrees }, "0.8" -80.0, 0.0, 0.0 // using the previous frame's lerp mode, lerp to a x rotation of -80 degrees by 0.8 seconds } } }
Source Filmmaker
Out of all major 3D animation software that had Minecraft assets made for them, Source Filmmaker is the most rarely used tool for Minecraft animation. Often employed in crossover animations that involve characters from other series in the Minecraft world (Example: Heavy Meets Steve), or more usually the other way around, characters from Minecraft in other game worlds. Despite this, you’ll still find some «pure» Minecraft animated films out there made with SFM.
- Free
- Animation, modeling, compositing and video editing all in one pipeline
- Massive load of community content, including various assets based on existing IP
- Supports powerful effects such as the Tyndall effect, depth of field and dynamic lighting
- «What you see what is you get» (WYSWIYG) environment
- Integration with Garry’s Mod
- Support for 4K resolution without outside software
Famous Users
- FuturisticHub
- Wild Hub
- Springboi 2008
- Craft Smile
- Mr. SP
- Kamehamecraft Animations
- Jaze Cinema
- Typhoon Cinema
- Jakub Brokl
- Oxygen1um
- Good Creations
- MinecraftProduced
- TAV
- iPixelStone
- XboxGamerK (In an animation made for CG5 and uploaded on the latter’s channel)
- Nerd_Boy
- Tik
- Ventuxeo
Customizable Minecraft animation templates
Simplicity is at the core of what we do.
Motionden’s Minecraft animation software allows you to fully customize Minecraft animations from ready-made templates.
After signing up, you’re given a range of templates to choose from, and these will end up being the foundation for your video or intro. Once you’ve selected one that matches your channel’s theme, you can then move on to making it your own.
You have a range of customization options at your disposal when you are in the editing process. For example, you can personalize the colors so that they match the theme of your channel. Other things you can change include the background music and text, and you can even add your own photos and videos.
Blocks[]
Only few blocks can exhibit true animations. While many blocks have states that can be changed via interactions or otherwise, these are usually instantaneous flips with no continuous transformation between them. Examples of blocks capable of animation include:
- Chests, trapped chests and ender chests, whose lids are on a hinge and which open and close
- Shulker boxes, when opened or closed
- Pistons and sticky pistons, alongside any attached blocks, when expanding or contracting
- Conduits, when active
- Enchanting table books
Block | Animation | Notes |
---|---|---|
Bell | ||
Conduit | [Java Edition only] | |
Conduit | [Bedrock Edition only] |
Animated textures
The textures of blocks themselves can be animated.
The following blocks make use of animated textures:
- Blast Furnace
- Bubble Column[Bedrock Edition only]
- Campfire
- Chain Command Block
- Command Block
- Crimson Hyphae
- Crimson Stem
- Fire
- Kelp
- Kelp Plant
- Lantern
- Lava
- Lava Cauldron
- Magma Block
- Nether Portal
- Prismarine
- Repeating Command Block
- Respawn Anchor
- Seagrass
- Sea Lantern
- Smoker
- Soul Campfire
- Soul Fire
- Soul Lantern
- Stonecutter
- Tall Seagrass
- Warped Hyphae
- Warped Stem
- Water
- Water Cauldron
Using resource packs, any block which uses block models can be animated.
This list is incomplete; you can help by expanding it.
Block | Animation | Notes |
---|---|---|
Campfire | ||
Chain Command Block | ||
Command Block | ||
Fire | [Java Edition only] | |
Fire | [Bedrock Edition only] | |
Funky Portal | [JE 20w14∞ only] | |
Heat Block | [Bedrock and Education editions only] | |
Lantern | ||
Magma Block | ||
Nether Portal | [Java Edition only] | |
Nether Portal | [Bedrock Edition only] | |
Prismarine | ||
Prismarine Slab | ||
Prismarine Stairs | ||
Prismarine Wall | ||
Repeating Command Block | ||
Respawn Anchor | ||
Sculk Sensor | [upcoming] | |
Sea Lantern | ||
Soul Campfire | ||
Soul Fire | [Java Edition only] | |
Soul Fire | [Bedrock Edition only] | |
Soul Lantern | ||
Stonecutter |
Removed from Java edition
This list is incomplete; you can help by expanding it.
Block | Animation | Animation added | Animation removed |
---|---|---|---|
Campfire | 19w02a | 19w03a | |
Conduit | 18w15a | 18w16a | |
Prismarine | 14w25a | 18w43a | |
Prismarine Slab | 18w07a | 18w43a | |
Prismarine Stairs | 18w07a | 18w43a |
Removed from Bedrock edition
This list is incomplete; you can help by expanding it.
Block | Animation | Animation added | Animation removed |
---|---|---|---|
Campfire | beta 1.10.0.3 | beta 1.11.0.1 | |
Prismarine | Pocket Edition v0.16.0 alpha build 1 | beta 1.10.0.3 | |
Prismarine Slab | beta 1.2.13.8 | beta 1.9.0.0 | |
Prismarine Stairs | beta 1.2.13.8 | beta 1.10.0.3 |
Inventory Icons[]
List of Animated Inventory Icons
This list is incomplete; you can help by expanding it.
Item | Animation | Animation in
inventory size |
---|---|---|
Bottle o’ Enchanting | ||
Bubble Column [BE only] | ||
Chain Command Block | ||
Clock | ||
Command Block | ||
Compass | ||
Crimson Stem | ||
Crimson Hyphae | ||
Debug Stick [JE only] | ||
Enchanted Book | ||
Enchanted Golden Apple | ||
End Crystal | ||
Fire [BE only] | ||
Heat Block [BE & EE only] | ||
Lava [BE only] | ||
Lingering Potion | ||
Lodestone Compass [JE only] | ||
Lodestone Compass [BE only] | ||
Magma Block | ||
Nether Portal [BE only] | ||
Nether Star | ||
Potion | ||
Prismarine | ||
Prismarine Stairs | ||
Prismarine Slab | ||
Prismarine Wall | ||
Repeating Command Block | ||
Sculk Sensor [upcoming] | ||
Sea Lantern | ||
Soul Fire [BE only] | ||
Splash Potion | ||
Stonecutter | ||
Warped Hyphae | ||
Warped Stem | ||
Water [BE only] | ||
Written Book |
Entities[]
Almost all entities have animations of some sort, ranging from an idle animation which always plays to attacking animations and even dancing. Mobs also have walking or other fitting animations when moving.
Entity animations
This list is incomplete; you can help by expanding it.
Entity | Type of Animation | Animation |
---|---|---|
Bat | Flying | |
Bee[Java Edition only] | Flying | |
Bee[Bedrock Edition only] | Flying | |
Bee[Java Edition only] | Flying | |
Bee[Bedrock Edition only] | Flying | |
Bee (Angry)[Java Edition only] | Flying | |
Bee (Angry)[Bedrock Edition only] | Flying | |
Bee (Angry)[Java Edition only] | Flying | |
Bee (Angry)[Bedrock Edition only] | Flying | |
Bee (Angry) | Stinging | |
Blaze[Java Edition only] | Moving | |
Blaze[Bedrock Edition only] | Moving | |
Charged Creeper | Aura | |
Chicken | Floating | |
Cod[Java Edition only] | Swimming | |
Cod[Bedrock Edition only] | Swimming | |
Dolphin | Swimming | |
Elder Guardian | Swimming when idle | |
Guardian | Swimming when idle | |
Husk | Converting into Zombie | |
End Crystal[Java Edition only] | Idle | |
End Crystal[Bedrock Edition only] | Idle | |
Ender Dragon | Flying | |
Enderman | Screaming | |
Endermite | Moving | |
Ghast | Flying | |
Blue Parrot | Dancing | |
Cyan Parrot | Dancing | |
Gray Parrot | Dancing | |
Green Parrot | Dancing | |
Red Parrot | Dancing | |
Evoker | Celebrating | |
Glow Squid[Java Edition only] | Swimming | |
Glow Squid[Bedrock Edition only] | Swimming | |
Hoglin | Converting into zoglin | |
Illusioner[Java Edition only] | Celebrating | |
Magma Cube | Jumping | |
Minecart with Command Block[Java Edition only] | Idle | |
Minecart with Command Block[Bedrock Edition only] | Idle | |
Panda (Playful) | Rolling | |
Phantom | Flying | |
Piglin[Java Edition only] | Celebrating | |
Piglin[Bedrock Edition only] | Celebrating | |
Piglin | Charging Crossbow | |
Piglin | Converting into zombified piglin | |
Piglin Brute | Converting into zombified piglin | |
Pillager[Java Edition only] | Celebrating | |
Pillager[Bedrock Edition only] | Celebrating | |
Pillager | Charging Crossbow | |
Polar Bear | Attacking | |
Pufferfish (Not Puffed) [Java Edition only] | Moving | |
Pufferfish (Not Puffed) [Bedrock Edition only] | Moving | |
Pufferfish (Half Puffed) [Java Edition only] | Moving | |
Pufferfish (Fully Puffed) [Java Edition only] | Moving | |
Rabbit | Running | |
Salmon[Java Edition only] | Swimming | |
Salmon[Bedrock Edition only] | Swimming | |
Sheep (Named_jeb) | Shifting through colors | |
Shulker | Shooting | |
Silverfish | Moving | |
Squid | Swimming | |
Strider[Java Edition only] | Moving | |
Strider[Bedrock Edition only] | Moving | |
Strider[Java Edition only] | Moving | |
Strider[Bedrock Edition only] | Moving | |
Strider[Java Edition only] | Moving | |
Strider[Bedrock Edition only] | Moving | |
Strider[Java Edition only] | Moving | |
Strider[Bedrock Edition only] | Moving | |
Strider | Walking | |
Strider | Walking | |
Vex | Flying | |
Villager (Unemployed) | Refusing | |
Villager (Nitwit) | Refusing | |
Vindicator | Celebrating | |
Witch | Celebrating | |
Wolf | Shaking | |
Zoglin | Attacking | |
Zoglin | Attacking | |
Zombie | Converting into Drowned | |
Zombie Villager | Curing | |
Zombie Villager | Curing | |
Zombie Villager | Curing |
Removed from Java edition
This list is incomplete; you can help by expanding it.
Mob | Type of Animation | Animation | Animation added | Animation removed |
---|---|---|---|---|
Bat | Flying | 12w38a | 18w43a | |
Bee | Flying | 19w34a | 19w36a | |
End Crystal | Idle | Beta 1.9 Prerelease 6 | 18w43a | |
Ghast | Flying | Java Edition Alpha v1.2.0 preview | 18w43a | |
Human | Walking | |||
Parrot | Dancing | 17w14a | 17w15a | |
Piglin | Celebrating | 20w22a | 1.16-pre3 | |
Rana | Running | 0.31 20091223-1 | 0.31 20100205 | |
Sheep (Named_jeb) | Shifting through colors | 13w48b | 18w43a |
Removed from Bedrock Edition
This list is incomplete; you can help by expanding it.
Mob | Type of Animation | Animation | Animation added | Animation removed |
---|---|---|---|---|
Bat | Flying | v0.11.0 alpha build 1 | beta 1.10.0.3 | |
Ghast | Flying | Pocket Edition v0.11.0 alpha build 2 | beta 1.10.0.3 | |
Sheep (Named_jeb) | Shifting through colors | 0.15.0 build 1 | beta 1.10.0.3 |
Plot
At the beginning of the episode, The Second Coming steps on the Minecraft logo when a HUD appears above his head. He then proceeds to take the block from the taskbar, test out Creative mode, and then builds himself a house.
The block is subsequently passed between Green he Fighting Stick Figures, who perform increasingly audacious feats. makes a windmill (which is animated), Blue lays down plants and trees to make a farm, and Yellow creates a beacon tower with colored lenses. But the fun ends when Red is seemingly possessed, beats up the other stick figures, and disappears with the Creative block.
The Second Coming disassembles Green’s windmill and Yellow’s beacon tower to craft tools, armor, and weapons. Setting out in search of Red, they find themselves pitted against zombies, skeletons, and creepers. Once, Blue uses a dispenser to shoot arrows back at a giant mob of skeletons, but a creeper sneaks behind them and blows up, sending arrows everywhere. Later, a second creeper explosion reveals a wall of netherrack behind the desktop wallpaper, and the stick figures dig a tunnel through it to investigate.
The group emerges in the Nether, where they find more mobs and feast on apples to regain their strength. They then discover Red, who, to counter his friends’ trying to get the block, shoots cobblestone at them. However, Green manages to get to Red, who is revealed to have been possessed by Herobrine. Red then builds himself a giant cobblestone stick figure mech, which then turns to obsidian when his friends start mining him down.
The Second Coming watches in horror as Red beats his friends down to half a heart before managing to break the giant’s back. Unfortunately, Red rebuilds himself and beats The Second Coming down to half a heart as the latter lapses into memories of his old friend. Before Red can finish any of them, the sticks beat a hasty retreat back to the desktop. Undeterred, Red tunnels after them. The stick figures try and get their weapons out, but it turns out that they are all broken. The Second Coming throws down his broken diamond sword and equips a bunch of sticks. He then makes Green equip his fishing rod, Blue’s spruce saplings, and Yellow’s (again) fishing rod. Red comes through with his monster stick figure, but the stick figures have all disappeared.
Green and Yellow then appear and tether down the stick figure with their fishing rods. The Second Coming then crafts a cart track and a mine cart under Red’s foot, who then slips and falls as Blue sprouts two spruce trees under the giant stick figure, breaking it apart. A fight for the block ensues, which ends with The Second Coming throwing it into the Recycle Bin, which in turn restores the desktop to normal.
In the recuperation, Herobrine is expunged from Red and subsequently dies. Red recovers as his friends surround him. Anticipating a heavy beatdown, he is surprised when his friends embrace him with a hug. The group starts to head off until Yellow stumbles upon the League of Legends logo. He takes hold of it, and a (League of Legends) HUD appears over his head, attracting the attention of his friends…
Upgrade from v1.7 Beta to v1.8[]
To upgrade previous scripts, you’ll want to do the following steps to all of your Molang scripts in the order listed:
- entity.flags.foo —> query.foo
- entity.member.foo —> query.foo
- entity.foo —> variable.foo
- params.foo —> global.foo
- The general rule is that query represents read-only values from the entity the script is running on, and variable represents read-write data created by the user.
- We’ve adopted snake_case for all names of things. You are welcome to use upper-case letters if you wish as we are case-insensitive, however we recommend snake_case in general.
- Several variables previously set on mobs have been changed to use the query.foo format. Look through the updated list below to see what has been added and changed.
Mine-Imator
Despite its negative reputation among users of other software, this app is nonetheless very popular and potent.
- Free but closed-source
- Made specifically for Minecraft films
- Extensive community support
- Easy to use
- Built-in Minecraft world exporter (no need for Mineways or other software)
- Easy one-click spawning of mobs, items etc.
Famous Users
- AnxiousCynic
- Steve Lycinadale
- MC Songs by MC Jams
- ZNathanStudioZ (Source)
- Batman4014
- Mebig
- Multitudinous Monster School animators
- Cazakoja
- SKIBBZ
- Ironwave Studios
- PixelNitroz
- WilleFilmz
- Supah.exe
- EthanAnimatez
- Kenimation
- King Apdo
- SharpWind
- Craftronix
- QC Animations
- Hozq
- Tysteria
- HTB Animations
- Virdi
- ShotU
- KeepOnChucking
- PixelFrosty
Interpolation[]
- Continuous Example
"head" { "rotation" { "0.0":, "0.5" , 180, ], "1.0" , 360, } }
- Discontinuous Example
This example scales the bone «head»:
- From to 0.5 seconds, the head bone is set to its normal scale of 1 in all dimensions ;
- At 0.5 seconds, the bone will instantly scale up to 2 times its normal size;
- From 0.5 to 1 second («post»), the bone will re-scale back to its normal size of scale of 1 in all dimensions.
Note: In the larger example above of the file format, "pre" and "post" can also be defined by a Molang expression that calculates that value at runtime, allowing you to have a mathematically defined curve instead of being purely linear.
"head" { "scale" { "0.5" { "pre" 1, 1, 1], "post" 2.0 } "1.0" 1.0 } }
Autodesk Maya
The most popular in the general animation industry.
Paid with a free trial
- Strong particle, dynamic systems, hair and fur tools
- Good integration with compositing softwares
- Paint FX system
- Scripting in Tcl and Maya Embedded Language (MEL)
- Node graph architecture
- Directed acylic graphs
- More information
Famous Users
- Slamacow
- EnchantedMob (From April 2016)
- ZAMination (From November 2020)
- Cubical (formally Andybttf)
- 3A Display
- Mineworks
- Digbuildlive (Works on music videos for other channels, mainly a vehicle for Bootstrap Buckaroo)
- Bootstrap Buckaroo (Doesn’t commonly upload on his own channel, but has animated loads of animations and music videos for other YouTubers. Sometimes credited as digbuildlive)
- Ravbug Creations
- DenotinFilms
- MineworksAnimation (Secondary Channel for Mineworks)
- XelaCreations
- AnimationTube
- MrAcPilot
- Blue Animations
- HoseaGames
- qdeanc (Has made animations for MCFinest before)
- Abdoxer
- Pretty Animations
- MAMA’s BOy
- NikNikamTV
- Bravo Animations
- Hyperdream Studios (Animators are WhiteWolfGaming and Max Creations)
- Blockslam
- Killshot2596
- Zuexs
- MovieToonz
Blender
One of the most popular tools for independent creators due to it being free.
- Free and open-source
- Animation, modelling, visual effects, compositing and video editing all in one
- Hundreds of free plug-ins (several of which are Minecraft-related)
- Various different render styles
- Python scripting for custom animation logic
- More information
Famous Users
- Black Plasma Studios
- ZAMination (Until November 2020)
- AnxiousCynic
- PixelZnimation
- Golden Diamond Animations
-
Boxscape Studios
- Derpy Duck Animations
- HP Park
- NinjaCharlieT
- MrFudgeMonkeyz
- EnchantedMob (Until April 2016)
- Joak Movies
- Atomic Monkey
- ToppleTheCat
- Achebe Animations
- FaintTurnip
- Dillongoo
- Cocoreysa
- CrownedPixel
- Minute Minecraft Parodies
- MomentarilyEpic
- Flashcode
- (Formerly Rymdinsse)
- Auroea Animations
- Ekrcoaster
- Bravo Animations
- PixelFrosty
- Noah Eckmeyer
- FPD Studios Gaming
- Blue Creeper
- Revinance
- TheDuckCow
- WillEnriCraft
- EmigeDaniel
- Called8
- Helios Animation
- Knights of Ardonia
The best way to create animated Minecraft videos
Motionden is an excellent Minecraft animator that can help you make everything you need to set your video content apart from the rest.
Our cloud-based Minecraft video maker is fully cloud-based, meaning that you can make fully-customized Minecraft animations in minutes without needing to download any bulky enterprise animation software, that just always seems to take-up valuable hard-drive space.
Best of all, Motionden is free to use, you won’t even need a credit card required to get started.
While Fortnite seems to be the next big thing in gaming, some people simply aren’t interested in fast-paced battle royale gameplay. When you just want to lean back and escape from the world for a little bit, what’s better than Minecraft?
State Blending[]
to the time you would like the system to take in blending between the two states. This is done as a simple lerp between the two states over the time specified.
For example:
"controller.animation.tiger.move" { "states" { "default" { "animations" "base_pose", "walk" ], "transitions" { "angry" "query.is_angry" } // transition to angry state if query.is_angry returns true ], "blend_transition" 0.2 // when transitioning away from this state, cross-fade over 0.2 seconds }, "angry" { "animations" "roar", "extend_claws" ], "transitions" { "default" "query.any_animation_finished" } // transition back to default state when either the roar animation or extend_claws animation finishes } } }
3DS Max
One of the least used software for Minecraft animations, but it still has its following in the form of mostly lesser known creators. There are still some big names here and there, however.
- Radiosity support
- Easy map creation
- Scene filtering
- DWG file import
- Constrained, curve-based animation
- Ability to make models using inverse kinematics
- Scripting in MAXScript
- Node-based software extension
- Powerful swift loop tool
- Integration with SketchUp and the Unity and Unreal game engines
- More information
Famous Users
- Slamacow used 3DS Max in the past before transitioning to Autodesk Maya
- Crafting Guys
- NikNikamTV
- CCMegaproductions
- Terribly Good Videos
- Christie Creative
- 안경필름
- Something That’s Good
- Overchargedstudios
- Smoking Sun Cinema
- Vicanti Farron
- MrBlockemz
- Atomic Monkey
- Slime Digital
- TCONicon
- Collin Black VFX
- MXKhronos 2
- Wolf555Hound
- WitsZ
- Enliven
- Redanimator27
- Zuexs
- MaterialBlade
- BalrogCreation
- ZenRumiko
- Gaspare nigam
- motionmesh
- xAIMxAnimations
- Crafterino
Cinema 4D Studio
By far the most used animation app when it comes to Minecraft animation, with a giant majority over Blender and Mine-Imator.
- Paid with free trial (price depends on the modules)
- More powerful integration with Adobe After Effects
- Easy-to-use editor
- Fast rendering and support for powerful render engines like Renderman (CineMan), Maxwell, Mentalray, Vray etc.
- Many «cute» Minecraft rigs with large anime-like eyes
- Powerful smoke and fire effect simulation
- More information
Famous Users
- Element Animation
- Rainimator/ Redstone Records
- FrediSaal Animations
- FedoraCO
- Blue Monkey
- Faris Sayyaf
- Targate
- SKIBBZ
- Animationcraft
- The Pals
- Rusplaying (Strictly in animations made for others, and in older videos on his own channel. Newer animations on his own channel are made in Mine-Imator)
- MrStruse
- Weedlion
- BlackArmorVideos
- LateZ Animations
- TheBlueJerome (Has made animations for Nano Active Productions and others)
- TheAtlanticCraft
- Authentic Games
- Hyperdream Studios (Animators are WhiteWolfGaming and Max Creations)
- AlexBroAnimation
- Minute Minecraft Parodies
- TheFearRaiser (Has made animations for others before)
- ResolveDZN
- TheIronmaski
- Craftlive Creations
- MotionMiracles
- Pablos Creations
- NullCraft
- XelaCreations
- Krefix
- TheNerdHerd
- MaAlphaman (Has made animations for Authentic Games and others)
- xAIMxAnimations
- JoJo C
- AnimaterCraft
- UnrealAnimatics
- TheMrJooJo (Has made various animations for Ryguyrocky)
- Enliven
- MineCrap
- Anishwij
- TeamWnJ
State Transitions[]
Each transition has a target state to switch to, and a script for whether it should switch or not. For each transition in order, evaluate the script, and if it returns non-zero, switch to the specified state immediately.
NOTE: Only one transition will be processed per frame.
"<controller_name>" { "states" { "<state_name>" { "transitions" // Evaluate the below expressions in order. // The first to return non-zero is the state to transition to. // If all are zero, then don't transition. { "<target_state_name_A>", "<expression>" }, { "<target_state_name_B>", "<expression>" }, } } }
For example:
"controller.animation.tiger.move" { "states" { "default" { "animations" "base_pose", "walk" ], "transitions" { "angry" "query.is_angry" }, // transition to angry state if query.is_angry returns true { "tired" "variable.is_tired" } // transition to tired state if variable.is_tired returns true }, "angry" { "animations" "roar", "extend_claws" ], "transitions" { "default" "query.any_animation_finished" } // transition back to default state when either the roar animation or extend_claws animation finishes }, "tired" { "animations" "yawn", "stretch" ], "transitions" { "default" "query.all_animation_finished" } // transition back to default state when the yawn and stretch animations have both finished } } }