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Is your feature request related to a problem? Please describe.
An inconvenience, more like. It'd be great if there was a way to stop an animation smoothly, without starting another one.
Describe the solution you'd like
Something like function animated_java:<name>/animations/<animation>/set_frame {frame:<x>,duration:<y>} would do the trick perfectly, for me. Though, it might be better to have a whole new function for this purpose, so that it can also run pause_all. Or maybe if there was an extra argument in the tween function call that could say whether to play the new animation after tweening to it, that could work too. The 'lack of default arguments' situation with macros in general might make that annoying though. I think there's a lot of flexibility here for one of several different solutions.
Describe alternatives you've considered
Right now, just do I don't need to add any extra ticking commands myself, I'm pausing all animations, set_frameing to frame 0, then merging {interpolation_duration:3,start_interpolation:0} to all bones. It's a lazy fix, but it's working. Minecraft doesn't need the interpolation values to be set in the same line as the actual transform data, so I can apply that separately so long as it's still in the same tick.
Additional context
I think that about covers it tbh
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
An inconvenience, more like. It'd be great if there was a way to stop an animation smoothly, without starting another one.
Describe the solution you'd like
Something like
function animated_java:<name>/animations/<animation>/set_frame {frame:<x>,duration:<y>}
would do the trick perfectly, for me. Though, it might be better to have a whole new function for this purpose, so that it can also runpause_all
. Or maybe if there was an extra argument in thetween
function call that could say whether to play the new animation after tweening to it, that could work too. The 'lack of default arguments' situation with macros in general might make that annoying though. I think there's a lot of flexibility here for one of several different solutions.Describe alternatives you've considered
Right now, just do I don't need to add any extra ticking commands myself, I'm pausing all animations,
set_frame
ing to frame 0, then merging{interpolation_duration:3,start_interpolation:0}
to all bones. It's a lazy fix, but it's working. Minecraft doesn't need the interpolation values to be set in the same line as the actual transform data, so I can apply that separately so long as it's still in the same tick.Additional context
I think that about covers it tbh
The text was updated successfully, but these errors were encountered: