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Licensed MIT
Published last year
Updated 33 minutes ago
All versions
2.0.0-alpha.2+1.12.2
Alpha
Mo' Bends 2.0.0-alpha.2 for Minecraft 1.12.233 minutes ago 4
Compatibility
Minecraft: Java Edition
1.12.2
Platform
Forge
Supported environments
Client-side
Changes
Added
- Skeletons stand on their feet, as players and zombies do: standing still, the feet stay planted and they turn by stepping, quickly and lightly, and stop with their feet where the walk left them. Walking, strafing, attacking and aiming a bow pose the legs as before.
- Settings has an Options button for mobs with options: settings their animation offers, such as
the player's spin attack. Mods and resource packs can give their models, types and extensions
options of their own (
optionsin the file), which their animators read asoption.<name>. - Animators can scale a model's parts with the
core:scaledriver (x,y,z, orallfor every axis): it multiplies the part's scale by default, or replaces it with"@space": "override", and transitions crossfade it. What the part carries (child parts, a held item, armor) is scaled with it. - Servers that limit resource packs (
LIMITED) keep a resource pack's scaling withinmaxPartScale(default 1.5) of the trusted animation's, up or down, so a pack can't hide parts or blow them up.
Changed
- Animation layers that switch on and off (sneaking, holding a torch, a skeleton strafing, a zombie
pigman's slash and stance) fade in and out instead of jumping, and start their animation over
when they come back. Animators set how long with a layer's
@fade(ticks). - A transition that interrupts another no longer freezes the animation fading out: it keeps moving (looking around, walking) until it has faded. A node that starts over (a transition to itself with a duration) fades from where it was instead of jumping.
- An animation value that isn't a number (a division by zero in a resource pack's animator, say) puts the part at rest instead of freezing it where it was.
- Poses are declarative: a part's rotation, position or scale that no animation writes in a frame goes back to rest, instead of staying where an earlier node left it, and transitions fade such parts to rest (or to the layers below). A scaled part no longer stays scaled after its node, a player's riding dip no longer sticks once they slow down, and the spider no longer keeps its body's sway while crawling or dying. The spider looks around while it jumps.
- The Mo' Bends menu is more compact: a smaller title, with Link account under it and the sections (Settings, Customize, Supporters) beside it as slim buttons. Hovering one sends a glint through it, which leaves the section's color behind and brings in its icon (Settings has a gear now). More Settings moved into Settings.
- The heads of players, zombies and skeletons no longer turn with the body: they look where the creature looks however its body bends or sways, walking, sprinting, sneaking, riding or aiming a bow. The poses that turn the head on purpose still do (the sword's stance and slashes, the punches and the guard, eating, falling, gliding), the stumbling zombie's head still hangs with its body, and a player climbing over a ledge still bows their head with it. The Legacy Mo' Bends pack keeps the old heads, which turn with the body.
- Model definitions can say a bone doesn't turn with its parent (
"inheritRotation": false): it stays where its parent puts it, but its rotation is relative to the whole model. - The Mo' Bends menu has a Refresh button in its bottom-left corner, in place of the F10 key: it reloads the animations and fetches the account, assets and supporter accessories again.
- The Config button for Mo' Bends in Forge's Mods list opens the Mo' Bends menu, so it can be reached from the title screen. Forge's screen for the trails and item options is behind the menu's new More Settings button.
- Perform Spin Attack moved from Forge's mod options to the player's options in the Mo' Bends menu. If you had turned it off, it stays off.
- Only players end the sword combo with a spin attack; skeletons repeat the four slashes.
- Breaking: the
mobends:spin_attack_enabledoperation is gone. A player animator readsoption.spinAttackinstead. - Breaking: the whole model hangs from two bones of the entity's own,
rootandcenter, in place ofglobalOffset,renderRotation,localOffsetandcenterRotation.rootmoves the model, then turns it about the feet;center, its child, moves it, then turns it about its pivot (half the entity's height, or a model definition'scenter.pivot). Animators, extensions and model definitions namerootforglobalOffsetandrenderRotation, andcenterforlocalOffsetandcenterRotation. The center's position is no longer turned by its own rotation, and the root's rotation now turns the center's, so a body leaned and turned at once looks a little different. A clip'srootorcentertrack holds both a rotation and a position, and writes only what its keyframes give. A clip item can apply one of them alone ("bones": ["root.rotation"]), and a smoothing can give a bone's rotation and position apart ({"root": {"rotation": 0.5, "position": [3, 1.7, 3]}}), in an item's@smoothingand in a model definition'ssmoothing, where a part's position can now have a base smoothing too.core:two_bone_ikandcore:three_bone_iktakecenterBoneandcenterPivotin place ofheight. - The iron golem's renderer turns back the rock vanilla gives it while it walks (a model
definition's
"renderer": {"undoVanillaRock": true}), in place of its animator turning it back.
Fixed
- Forge tells you when a newer version of Mo' Bends is out, on the main menu and in the Mods list. The check had never been switched on.
- Swimming fast or crawling with Idō no longer crashes the game. While Idō draws the player swimming or crawling, it draws them its own way, without Mo' Bends.
- Other players flying in creative or spectator mode are seen flying, not jumping or falling, and their capes stream back as they fly. The game only tells you whether you fly yourself, so for them it is told from how they move. (#265)
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:F79X5y1E:PmsXB1S3"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:F79X5y1E:PmsXB1S3"
}

