Minecraft Bedrock incorrectly applies some mobs' animations. For example (on video), the baby zombie has very strange leg rotation angles when walking. This is the same for many mobs like pigs, sheep, cows, horses, villagers, piglins, zombies, etc.
Steps to Reproduce
In a creative world, spawn baby zombies.
Observe their legs.
Notice that their legs move unnaturally when running/walking, sometimes exceeding the spread of 180 degrees.
Observed results:
Bedrock: Running mobs spread their legs unnaturally wide, ranging from ~180 to more degrees. Baby mobs speed is also not adjusted to their size.
Java: Legs of a running mob stay at an angle of around 100 degrees.
Expected results:
Mobs animations are uniform across Bedrock and Java.
This problem is not within the mob's entity file, animations or animation controllers:
Example case: "{{zombie.entity.json}}":
[media]
Note that the default zombie animation formula doesn't change for the baby version of the mob. The issue is in the fact that the query "
query.modified_move_speed
" used by most mobs' walking animations is unnecessarily modified by theis_baby
status flag, affecting the rotation ranges when multiplied.
How to fix:
Remove the effect
is_baby
has onquery.modified_move_speed
;Make
query.modified_distance_moved
adapt according to the model scale (Taken from the entity's behavior file, similar toquery.model_scale
):
— Example: a zombie that is half the size of a normal zombie should make double the effort to walk at the same pace.
Linked issues
is duplicated by 5
relates to 2
Attachments
Comments 7
I'm glad this bug has been reported. This has been bothering me for ages but I've always been focused on other bugs. I hope this bug gets more recognized.
Daniel: Could you tell us which mobs are supposed to be fixed in your resource pack? It looks like it includes a lot of files that are unchanged from vanilla.
I noticed that too, it was weird seeing them especially for baby one. The legs isnt synced and just moving entity with legs moving independently.