This could just be bedrock in general, not just Windows 10 Edition. I haven't done tests on anything else. I could just be dumb though.
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@Aiden Ball Nope. your not dumb, it is actually a bug. Attachments show by @David Ouin has comparison.
This bug is also causing the arms of some skins to look extremely short. It's really off-putting.
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The arm angle seems to be have been fixed in one of the later betas, but the arm for all skins still looks too short.
Which skins in particular are causing the issue? Could a comparison be added sowing the difference between a standard Steve skin and another example?
Also, could a comparison be shown between Java and Bedrock, using the same standard Steve skin and the same FOV setting also?
@Mega_Spud: I think this issue affects all skins. I don't play Java, but I uploaded an attachment comparing Alex's arm in 1.12 and 1.13.
In the image, you can see that in 1.13 the arm is shorter and it ends where the darker pixels are. I put a red circle on the darker part. On the 1.12 arm, I put a red circle on the same dark spot (it is a little bit harder to see it due to it being lighter in 1.12 for some reason) and the arm still has 2 or so more pixels before it ends.
Also, when I was making the comparison I realized that the arm angle is not actually fixed, so that still needs to be fixed.
I hope that helped.
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In 1.12, the player's arm is slightly shorter than Java's. I'm mentioning it here in case the developers want to change that while fixing this bug.
[media]I've also seen this since 1.13 betas. Hopefully the arm model matches Java some time soon.
There is an example in this video towards the beginning the arm is in the right position because it is gameplay of 1.12.0ish then towards the end it is in the wrong position because it is gameplay of 1.14.0ish. I think the reason for the arm glitch is because the character creator was added which allows you to resize the character's height
@Shaughn Williamson
No, the change in arm position and orientation is due to the player's animation being changeable in the resource pack.
It has not been completely restored. Most animation bugs are caused by porting to resource packs.
Looking into the files, it seems like the data-driven animation on the player's arm changes back in 1.13 made it out of place. So, I tried to adjust it by making it similar to before 1.13 like this in player_firstperson.animation.json
file in the resource pack:
"animation.player.first_person.empty_hand": {
"loop": true,
"bones": {
"rightarm": {
"position": [ 13.5, -8.0, 11.0 ],
"rotation": [ "95.0 + variable.is_using_vr * 7.5", "-40.0 + variable.is_using_vr * 7.5", "115.0 + variable.is_using_vr * -2.5" ]
},
"rightitem": {
"position": [ 0.0, "q.get_default_bone_pivot('rightarm',1) - q.get_default_bone_pivot('rightitem',1) - 7.0", "-q.get_default_bone_pivot('rightitem',2)" ]
},
"leftitem": {
"position": [ 0.0, "q.get_default_bone_pivot('leftarm',1) - q.get_default_bone_pivot('leftitem',1) - 7.0", "-q.get_default_bone_pivot('leftitem',2)" ]
}
}
},
This should be easy, now that I provided a possible fix.
For some reason the position changes made at the player's arm are also affecting the position of tridents, crossbows, bows, shields and spyglasses. can someone also investigate a fix for that?
Is someone hate how broken and quirky Bedrock player animation is, this resources pack will fix everything for Bedrock player animation.
due to the arm position being lowered the map now displays incorrectly the hand is too short on the right side. This is in the most recent beta which fixed the hands not displaying when using a map recently. In 1.19.10.21 MCPE-100259
That is not caused by this issue. changing the arm position makes no effect at the arm with map positioning, also, you might see MCPE-58849
Fixing this triggers MCPE-162780.
Affects 1.19.31 and 1.19.50.21 preview
Its all because of the character creator allowing skins heights to be resizable
The top one is a tall skin , and the down one is a medium skin
Please do not comment for Hotfix and Preview versions unless there has been a change in the reported behavior.
The Character Creator is causing the player's hand to be out of place when using the Medium skin height and gets lower on Small and Smaller sizes, this issue also affects the Classic skins.
Steps to Reproduce:
1. Using Classic skins or Character Creator
2. Set the skin size to Small
3. Set the skin size to Smaller
Observed Results:
The player's hand is barely rendered and visible on Smaller, but it's a little more visible on Small and is mostly visible on Medium size and renders correctly on Tall size.
Expected Results:
The player's hand renders correctly, regardless of skin size.
Notes:
The issue started happening when the Character Creator was introduced in Bedrock 1.13. This bug could be fixed is by modifying the player_firstperson.animation.json file by adjusting the hand position to pre Bedrock 1.13 values shown below.
"animation.player.first_person.empty_hand": {
"loop": true,
"bones": {
"rightarm": {
"position": [ 13.5, -8.0, 11.0 ],
"rotation": [ "95.0 + variable.is_using_vr * 7.5", "-40.0 + variable.is_using_vr * 7.5", "115.0 + variable.is_using_vr * -2.5" ]
},
"rightitem": {
"position": [ 0.0, "q.get_default_bone_pivot('rightarm',1) - q.get_default_bone_pivot('rightitem',1) - 7.0", "-q.get_default_bone_pivot('rightitem',2)" ]
},
"leftitem": {
"position": [ 0.0, "q.get_default_bone_pivot('leftarm',1) - q.get_default_bone_pivot('leftitem',1) - 7.0", "-q.get_default_bone_pivot('leftitem',2)" ]
}
}
},
Present in 1.21.20 and 1.21.30.22 Preview. This also relates to, or is likely caused by MCPE-129922.
I noticed this as well. The arm looks really weird now.
Here's a comparison:
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