Custom Exterior Animations

Custom Exterior Animations

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You need to learn how texture pack and datapacks works!

Create a Datapack

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Follow the tutorial on the Minecraft Wiki on datapacks on how to set one up, use the namespace from earlier

Create a new .json file in the path

data/(namespace)/fx/animation/keyframes/(animation_name).json

  • This will contain the “code” for the animation, you can edit one in from AIT or follow (this video)[https://www.youtube.com/watch?v=s03eyntLbXw] to see how to make one using BlockBench. (this video also shows how to add it ingame but we will still show you how here.)

  • You can use any sound from any mod as a de/mat sfx, or even add your own by making a sound resourcepack, check out this video on how to do so.

Create a new .json file in the path

data/(namespace)/fx/animation/type/(animationname_demat).json

Inside this new .json file, paste:

{
 "id": "(id:animationname_demat)",
 "expected_state": "demat",
 "sound": "(sound:id_demat)"
}

(the sound id doesn’t have to be sound:id_demat but that will make it easier when making a mat animation or other things that uses sounds).

  • Replacing the namespace and the vortex_name with your own from earlier

  • Be reminded that you will have to repeate these steps if you want to make a remat animation BUT replace where it says demat with mat! And either reverse the demat animation you made or make an entire new one, up to you.

  • Now put this Datapack into Minecraft.

If you are confused, the json file should look something like this:

{
  "id": "ait:bnt_mat",
  "expected_state": "mat",
  "sound": "ait:tardis/bnt/mat"
}