All versions
2.1.0+1.21.8
Release
SmoothPlayerAnimations 2.1.0+1.21.8yesterday 4
Compatibility
Minecraft: Java Edition
1.21.8
Platform
NeoForge
Supported environments
Client-side
Changes
New
- Feet on the ground (jointed model): each foot stands on the block under it. Across a stair or slab edge one leg reaches down and the other bends its knee, and walking up and down steps the feet land on them. Setting "Feet on the ground", on by default.
- Hands reach for what you use (jointed model): opening a door, trapdoor or gate, pulling a lever, pressing a button or opening a chest, the hand goes out to the spot you touched, rests there a moment and comes back; the elbow bends, the forearm never twists. Setting "Hands reach for what you use", on by default.
- GeckoLib 4 armor bends with the body on the jointed model (1.20.1 and 1.21.1, #15).
- Punchy Moves compatibility (1.21.1 Fabric, #38): with the CEM engine on, its animations are the base, as Fresh Animations' are; with it off, it no longer alters this mod's animations or cape. Punchy Faces expressions show on the jointed model.
Improved
- Cape physics rewritten. Softer and fuller: no shaking in the air or while falling, no tearing in a fast fall, it settles soon after you stop, swings smoothly at a run, no twitch on jumps, no bump at the hem with Fresh Animations' idle, no stripes under shaders.
cape.jsongainsdamping,stiffnessandsteps_per_second. - Sword combo: the next strike can start as soon as the big motion of the last one is done, without waiting out its tail.
- Better Combat: the swing at the end of its attack no longer starts this mod's strike, so the arms no longer flip.
Fixed
- Head stuck turned to the side and never facing forward again on 1.20.1, e.g. after ParCool moves (#40).
- The inventory preview's head turned aside in third person or with shaders.
- ParCool on Forge 1.20.1 was not recognised, so this mod's limbs posed over its moves (#7).
The bundled Blender add-on is unchanged (4.4.0).
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:ZdlGpqTS:dPsyxtta"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ZdlGpqTS:dPsyxtta"
}

