Animated custom mobs?

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Animated custom mobs?

Ok so I have been using this tool for a while and I have run into a bit of a problem. It would apear that even though I am able to add in my own model for mobs, I cant animate them. I will have to use coding. 

 

I tried to make the coding but I got an error upon doing so. If anyone knows how to do the coding for animating custom mob models please reply because its been really frustrating and I would like a tutorial. 



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CMON! Cant you guys do some

CMON! Cant you guys do some simple code!? If anyone knows how to animate mob models please speak up and prove your all not lazy moder wannabe's who cant even make a simple code and has to have a program hold their hand EVERY step of the way

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-.- If you say that this is

-.- If you say that this is simple code. why can't you make this?
Right because that's not easy how this custom code looks is depending on every model and you will need some hours/days full of try and error to create a good animation.

The best way is to wait for Techne 2 it will contain animations....

Else if you are so good at custom coding why did you not use MCAnimator?

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RE:-.- If you say that this is

@JTK222 Thats a very, Very valid point JTK. Dont just be coming on here like your all high and mighty doobly, if you think your better then everyone here your welcome to leave bud.

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Well Animations are actually

Well Animations are actually Simply :)

that's the code for Moving Legs

public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
{
super.setRotationAngles(par2, par3, par4, par5, par6, par6, par7Entity);

this.RBLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
this.LBLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
this.RBLeg.rotateAngleZ = 0.0F;
this.LBLeg.rotateAngleZ = 0.0F;
this.RFLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
this.LFLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
this.RFLeg.rotateAngleZ = 0.0F;
this.LFLeg.rotateAngleZ = 0.0F;

}
}

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RE:Well Animations are actually

@Wes I have tried that. But mine doesnt say Par1 or par2 it says f1 and f2 and ALSO using "this." causes ,y game to crash. I got it to work but the code I used was something like

rightleg.rotateAngleX = MathHelper.cos(f1 * 0.6662F) * 1.4F * f2:

And so on and so forth.

So is animating different for everyone then or is their something wrong with me version of mcreator?

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RE:Well Animations are actually

@Wes ALSO I have found out that whenever I edit element of that mob I have to rewrite all my custom code. Is their a way to fix this?

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RE:RE:Well Animations are actually

@dooblykid You can Watch xxEclipse7xx He shows tutorial how to make Mods in Eclipse and How to make fill working mob

here is Video about how to make Animatio for Mc 1.6.4 But Still works on Up Versions
https://www.youtube.com/watch?v=fm0_5n8lBxk

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wait hold it hold it can you

wait hold it hold it can you animate a mob in blender??? if so then use that unless you want code.