When using a custom resource pack to enable capes/cosmetics on Bedrock (Samsung F14), the player's arm and leg animations stop working. In 1st-person, the hand remains static even when attacking. In 3rd-person, the character "slides" without walking animations and the arms do not swing when using items. This appears to be a conflict in how player.entity.json handles custom geometry alongside native animations.
Steps to Reproduce:
Apply a resource pack that adds a custom cape or "Wavey Cape" geometry.
Enter a world or server (The Hive).
Attempt to punch or walk in 3rd-person view.
Switch to 1st-person and attempt to swing a sword/tool.
Observed Results:
The player model remains in a static "A-pose" or "T-pose" with no swinging or walking animations rendered.
Expected Results:
The custom cape should render while maintaining all standard player animations (walking, swinging, eating).
Linked issues
is duplicated by 1
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Comments 3
The issue likely is related to both MCPE-126660 and MCPE-47877 because both bugs are also affected by equipped capes.
According to the description of MCPE-162780, the issue may by similarly caused by a problem with the rightitem bone being a child of the rightarm bone. This means any changes to position of the arm also affects the position of attachables which are controlled by the rightitem bone.
What I can’t exactly confirm is if the issue can have a vise-versa affect where rightitem affects rightarm because I don’t know what bone the cape is controlled by. But based off the discussions found in MCPE-126660 and MCPE-47877, there seems to be an issue with the bone that handles positioning capes on the player and the way that it interacts with the rightarm bone. This could be another parent-child situation but that is just speculation.
Please attach a resource pack that can be used to reproduce the issue.