-Step to reproduce:
1 Modify the entity file of the lama like the attached one.
2 Add the attached animation file.
3 Add the vanilla skeleton’s animation controller.
-Expected result: When I strike the llama it plays his animation and gets big.
-Observed result: The llama does nothing.
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I’m facing a similar issue with detecting when a llama spits using a resource pack’s animation controller. I’m struggling to get the animation controller to recognize this action. If anyone has insights or solutions on how to properly set this up, I’d appreciate the help! hpinstantink
I’m facing a similar issue with detecting when a llama spits using a resource pack’s animation controller. I’m struggling to get the animation controller to recognize this action. If anyone has insights or solutions on how to properly set this up, I’d appreciate the help! hpinstantink
I could confirm in Android, It does not detect large size when ridding an mounted llamas but it worked with mount to turn large scale in un-mounted.
Load the
Resource pack and activate on Global Resource pack in settings
Enter any specific world & take Llama spawn egg, bow & arrows
Set /Gamemode s then shoot minimally to hit Llama and mount it to turn large scale size until gets mounted
Press Shift Key to exit the Llama and Shoot again then ride the Llama
Observed Result: The Llama will only stays normal size than Large on unmounted entity upon shoot to detect into large entity scale
Expected behaviour: When shoot or hit the Llama, The mounted Llama would always stay detect into large size entity animation while ridding the player
I don't see any animation controller in the pack that would tell the llama to use the "skeleton_attack" animation.
Copying the vanilla skeleton_attack animation controller into the pack does not do anything. Instead, you need to assign that animation controller to the llama. Look at the skeleton entity file for an example. Another option is to run the animation directly from the "scripts" section of the llama entity file:
"scripts": {
"animate": [
"look_at_target",
{
"baby_transform": "query.is_baby"
},
{
"breath": "query.is_breathing"
},
"head",
"body",
{
"skeleton_attack": "query.facing_target_to_range_attack"
}
]
},