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Allowing the creation of frame-based animations in Minecraft

License: MIT License

Java 100.00%
animation minecraft sponge sponge-plugin spongeapi spongepowered plugin java java-8

minecraftanimation's Introduction

Minecraft Animations

Current Active Branches are:

  • sponge-api/7 (this branch, for 1.12.2+)
  • sponge-api/6.1 (for 1.11.2) Discontinued with v0.3.0, not much need for 1.11.2 versions. Message me if I'm wrong.

Author: TheCahyag
Start Date: 7/20/17
Objective: To create an intuitive tool that allows for the creation of frame-based animations in Minecraft.
Description: The plugin has been developed using the SpongeAPI and currently only supports use on SpongeVanilla (will expand to SpongeForge soon). The plugin's purpose is to easily create frame-based animations in Minecraft within a static 3D sub space (possibly a dynamic subspace in the far future), allowing users to easily edit individual frames leading to an animation.
Like this:

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Known bugs / Not Implemented Yet

  • Blocks that hold inventory don't retain their data

Contributions

Contributions are always welcome! Please see Contributions.md for more information on contributing.

License

This project and is licensed under the MIT License. See License.md for more info.

Random Notes for me

If Sponge changes the blocks at a chunk that isn't loaded and there's no one to see the changes, did Sponge change the blocks?
Make a frame library? For each person? (Don't really think this would work out that well)

See Location#addScheduledUpdate()
Checkout MagicaVoxel

minecraftanimation's People

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minecraftanimation's Issues

Error when the UUID of an Animation doesn't match the UUID of the world

Bug: When the world UUID of the animation does not match the world UUID the "An animation was uninitialized but frames were added anyway" error message is printed.

My thoughts on solutions and the problem at hand:

  • Think up solutions to the occurrence of this problem, as it's not that uncommon
  • Don't show animations where the UUID doesn't match that of the world's UUID
  • Make a command or function that will detect the UUID mismatch and prompt the user if they want to override the UUIDs (which could have unintended consequences)
  • Maybe give the user's the ability to reset the animation's subspace. However, this would be a lot of work, as you need to account for few things:
    • If they set one corner, the animation can't be played until they set the other corner (I think this is already implemented though, since the animation has to be initialized before they can use the animation)
    • If they reset the animation corners, the frame corners would also need to be updated and if the corner positions are different from before then the frame subspace would need to be cut (not updated because that would set all the frames to what is currently in the subspace in the world) to match the new subspace
      • Maybe prompt with a command to override the frames, warning that there can be data loss (but only if the coordinates don't match from the previous coordinates)
      • Maybe prompt with a command to override the world UUID with the UUID of the current world (given there is a mismatch)

Start animation thru console

Hello!!! Could you add the possibility to run the /start, /stop and /animate on console ? I need this to auto start animations with cmdscheduler plugin

A couple suggestions

Sometimes the pos1 and pos2 can be a little confusing or hard to do, if the builds are small. A wand would be amazing

Possibly allowing us to set specific intervals for specific frames? Let's say frame 1 needs to be super quick, meanwhile frame 2 must last 800 ticks

Last one, allowing other players to edit someone else's animation? It's extremely helpful, so player A doesn't have to get on to fix animation A

Edit: Last suggestion, also allow other players to start someone else's animation

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