Custom Exterior Animations
Create a Datapack
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
withmat
! 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"
}