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Details
2.7
Compatibility
Changes
Punchy v2.7-BETA-TEST released.
Focused on first-person animation fluidity, hand equipment transitions, animation reliability, and new animations.
Added
- Added
enchantment_variantsfor Model Parts Items and Tuning. Resource packs can now select item visuals and particle emitters from vanilla enchantments, with level ranges,match: "any", and priority ordering. - Added dynamic Controls-menu entries for triggerable resource-pack animations. Packs can give each action a friendly title, while players can remap individual actions and keep their preferences.
- Added smooth first-person horse-riding animations with idle, movement, mounting, camera motion, dual-hand support, and blending with attacks, mining, item use, shields, and equipment transitions.
- Added a new first-person movement animation system powered by keyframes. Resource packs can provide custom idle, walking, sprinting, jumping, falling, and landing animations.
- Added
customFlags.movement_influencefor custom animations. Resource packs can keep 0-100% of keyframed and procedural movement behind an action, with smooth action blending and per-hand control. - Keyframe-based walking and sprinting now support forward, backward, left, right, and diagonal movement, with smooth transitions between directions and speeds.
- Keyframe-based jumping, falling, and landing now blend naturally with movement and return smoothly to the correct movement animation after landing.
- Custom movement animations are optional: any missing animation continues to use the existing procedural movement behavior.
Improved
- Improved procedural movement timing so walk, sprint, camera motion, and arm movement are simulated consistently per game tick and interpolated smoothly at render time.
- Improved keyframe playback by honoring Catmull-Rom interpolation for position, rotation, and scale channels.
- Updated the default animation blend-in curve to a smooth transition, avoiding unwanted backward overshoot on normal animation changes.
- Improved V2 Start → Loop → End animation handling for mining and item use. Matching boundary keyframes now hand off directly without an idle frame or unnecessary interpolation.
- Improved animation timing for high-speed V2 clips, including sword mining animations that use timeline speed markers.
- Improved sprint composition during mining V2 animations so mining end animations return directly into the running motion instead of briefly falling back to idle/walk.
- Improved Walk on Water V2 Start → Loop transitions with the same exact keyframe handoff used by mining and item-use animations.
Fixed
- Fixed small visual flickers when V2 Start → Loop animations transition.
- Fixed hand out and hand in animations being skipped when changing tools while mining, including hotbar and mouse-wheel changes.
- Fixed tool changes during mining from incorrectly starting the next tool's mining animation before its equipment transition completed.
- Fixed attacks and mining actions being delayed until hand in completed after swapping hands with the swap key.
- Fixed repeated attacks or mining actions from cutting off the opposite hand's active hand in animation during a swap.
- Fixed V2 Start → Loop → End actions from interrupting the opposite hand's equipment animation during a swap.
- Fixed a second hand swap during an active action from leaving the returned tool animation in a broken state until the item was dropped and picked up again.
- Fixed main-hand hotbar and mouse-wheel changes after a hand swap from immediately cancelling the offhand hand out/hand in animation.
- Fixed swapping hands during Walk on Water V2 from waiting for hand in to finish and then jumping to the water-walk pose.
Note:
As you all know, we always deliver updates on day one. Nothing new there. Since that’s not really a surprise anymore, we’re going to start making snapshot versions available to you too. Have fun, love you players ❤️
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:8aoMKplv:RMFIJgGk"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:8aoMKplv:RMFIJgGk"
}

