mojira.dev
MCPE-47940

Third Person View punching/mining animation is broken

Current animation:

  • The body's rotation isn't pronounced enough, making the offhand move forward a bit too much;

  • The main hand's rotation range is not wide enough, it doesn't ever get close to the center of the screen;

  • The main hand is barely raised, regardless of the direction the player is looking at (MCPE-54697);

  • The transition from the attack animation and the base pose is not smooth (MCPE-133777).

Original animation:

  • The body rotates enough for the motion to be more lively without the offhand being too distracting;

  • The main hand's movement is way more pronounced, starting wide and hitting the center of the screen before finishing;

  • The main hand's motion is obvious, and also matches whichever direction the player is currently facing;

  • The transition from the attack animation and the base pose is seamless.

Screenshots/Videos attached: Yes

Notes: This can be fixed by changing the animation from this...

{

}
"animation.player.attack.rotations" : {
"loop" : true,
"bones" : {
"body" : {
"rotation" : [ 0.0, "variable.attack_body_rot_y", 0.0 ]
},
"leftarm" : {
"rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 10.0", 0.0, 0.0 ]
},
"rightarm" : {
"rotation" : [ "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 30.0", "-(math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180) ? (-90.0 * math.sin((1 - math.pow((1 - variable.attack_time), 4)) * 180)) + 30.0 : 0.0)", 0.0 ]
}
}
}

to this:
{code:java}
		"animation.player.attack.rotations" : {
			"loop" : true,
			"bones" : {
				"body" : {
					"rotation" : [ 0.0, "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0 ]
				},
				"leftarm" : {
					"rotation" : [ "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0, 0.0 ]
				},
				"rightarm" : {
					"rotation" : [ "math.sin(1.0 - math.pow(1.0 - variable.attack_time, 3.0) * 180.0) * 68.75 - math.sin(variable.attack_time * 180.0) * -(query.target_x_rotation - 40.10) * 0.75", "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46 * 2.0", "math.sin(variable.attack_time * 180.0) * -22.91" ]
				}
			}
		}

The expression math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46 is repeated in all three limbs, and can be reduced to a variable. In this case, the variable variable.attack_body_rot_y found in player.entity.json should be changed from this...

Math.sin(360*Math.sqrt(variable.attack_time)) * 5.0

to this:

math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46

Linked issues

Attachments

Comments 10

affects 1.13.0.2

Partially fixed in 1.13.0.4. Updated summary/description to describe what's currently happening.

affects 1.13.0.5

affects 1.13.0.13

still affects 1.14.30 and 1.16.0.55 Beta

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Still an issue in the current versions.

[Mod] LateLag

(Unassigned)

227517, 1446379

Confirmed

Windows

Windows 10

1.19.70.24/25 Preview, 1.13.0.1 Beta, 1.14.0.3 Beta, 1.14.0.2 Beta, 1.13.0.17 Beta, ..., 1.13.0.13 Beta, 1.13.0.9 Beta, 1.13.0.2 Beta, 1.16.40 Hotfix, 1.19.63

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