Version 3.0 is here! (Expressive version changelog included here)
Fixes
(v3.0.1) Body disconnection should be fixed. AlphaSkins and CustomSkinLoader are no longer dependencies BUT you need to have the LATEST version of ETF and EMF and enable some settings. Check the resource pack page for that. The 1st person animation can now be disable within ETF & EMF's config menu. Check the resource pack page for that. You need to have the LATEST version of ETF and EMF and enable those settings. Legs don't longer "run" while in gliding with the elytra. The elytra now sync with the body thanks to elytra custom animations. Thanks Traben for the guidance. I wouldn't consider a this a sure fix. But I changed the head rotation limitation which maybe can solve the backwards head problem (let me know if it does) because I haven't been able to replicate it yet. The walking animation while attacking with better combat no longer gives weird jumps. Eyebrows no longer bounce while running New Stuff
The eye compatibility part 1 is now COMPLETE. I won't receive more suggestions for eyes in quite some time. The new eye styles are. Guide will be updated later.
Derp 2x1 eyes, 4 offsets. Spread eyes (like the fox, but not derp), 1 offset. 1x1 pixel eye smooth blinking animation, 4 offsets. 1x2 pixel eye smooth blinking animation, 2 offsets. 1x3 pixel eye smooth blinking animation, 2 offsets. 2nd Layer (hat) eyebrows, 4 offsets. These are eyebrows that will show above the hat layer of the head. The same offsets as the normal eyebrows. 2x2 pixel eye Eyelashes, 1 offset. Villager eyebrow, 1 offset. Other changes
The player no longer levitates over the ground while crawling. New leg subtle animation while crawling. I got rid of unnecessary bouncing in the swimming animation. Ultimate ladder animation detection (for NotEnoughAnimation and Personality) Instead of using the limb position detection, now uses the is_climbing variable from EMF (so again, UPDATE EMF & ETF to the very latest version). Some other minor changes to the animations.
Version 3.0 is here!
Fixes
(v3.0.1) Body disconnection should be fixed. AlphaSkins and CustomSkinLoader are no longer dependencies BUT you need to have the LATEST version of ETF and EMF and enable some settings. Check the resource pack page for that. The 1st person animation can now be disable within ETF & EMF's config menu. Check the resource pack page for that. You need to have the LATEST version of ETF and EMF and enable those settings. Legs don't longer "run" while in gliding with the elytra. The elytra now sync with the body thanks to elytra custom animations. Thanks Traben for the guidance. I wouldn't consider a this a sure fix. But I changed the head rotation limitation which maybe can solve the backwards head problem (let me know if it does) because I haven't been able to replicate it yet. The walking animation while attacking with better combat no longer gives weird jumps. Eyebrows no longer bounce while running New Stuff
The eye compatibility part 1 is now COMPLETE. I won't receive more suggestions for eyes in quite some time. The new eye styles are. Guide will be updated later.
Derp 2x1 eyes, 4 offsets. Spread eyes (like the fox, but not derp), 1 offset. 1x1 pixel eye smooth blinking animation, 4 offsets. 1x2 pixel eye smooth blinking animation, 2 offsets. 1x3 pixel eye smooth blinking animation, 2 offsets. 2nd Layer (hat) eyebrows, 4 offsets. These are eyebrows that will show above the hat layer of the head. The same offsets as the normal eyebrows. 2x2 pixel eye Eyelashes, 1 offset. Villager eyebrow, 1 offset. Other changes
The player no longer levitates over the ground while crawling. New leg subtle animation while crawling. I got rid of unnecessary bouncing in the swimming animation. Ultimate ladder animation detection (for NotEnoughAnimation and Personality) Instead of using the limb position detection, now uses the is_climbing variable from EMF (so again, UPDATE EMF & ETF to the very latest version). Some other minor changes to the animations.
MORE EYE SUPPORT IN THE EXPRESSIVE FRESH MOVES VERSION, in case yours is now supported.
3x1px enderman-like eyes with 2 offsets ported directly from the Fresh Animations 1.9 enderman eye animations. Now you can be one of them :v
3x2px Large eyes with 1 offset
The apply these new eyes look in the resource pack page.
CHANGES.
The eyebrows now come in 4 different offsets and all of them have a neutral mood. Their positions in the skin texture have been changed. Angry and calm mood in eyebrows no longer exist. Running and walking animations no longer have horizontal bouncy movements. Now walking and running animations look different. In the walking animation the body rotation is more subtle, and arms are rotated normal, in the running animation the arms are now rotated like in the "Minecraft Live is back for 2023" video at 0:29 seconds in the Minecraft Channel:v. The personality sitting detection has been changed to be more accurate but may cause a little delay to the leg rotation. This should prevent some accidental siting in the air situations. NEWS
Well, I was wrong about the first-person hand movements. I mean its fixed since it reads the player variables, but we don't have a tool to control those 1st person perspective movements yet. A fix to that may come soon. I will be working on more eye compat before I jump into using the new variables like climbing, crawling or gliding since we have some issues with the CEM template loader in blockbench. A new pack called "Just Expressions" will come with just the animated eye feature. Now I'm aware that elytras can be animated like the player to make them sync body movements. So a fix to that may come in a near future. Right now I'm busy with college stuff so updates may come more slowly. So be patient for future updates.
ATTENTION THE EYEBROWS POSITIONS IN THE TEXUTE HAVE BEEN MOVED!!! Look in the resource pack page for more details. NEW STUFF! More eye support:
3x1px enderman-like eyes with 2 offsets ported directly from the Fresh Animations 1.9 enderman eye animations. Now you can be one of them :v
3x2px Large eyes with 1 offset
The apply these new eyes look in the resource pack page.
CHANGES.
The eyebrows now come in 4 different offsets and all of them have a neutral mood. Their positions in the skin texture have been changed. Angry and calm mood in eyebrows no longer exist. Running and walking animations no longer have horizontal bouncy movements. Now walking and running animations look different. In the walking animation the body rotation is more subtle, and arms are rotated normal, in the running animation the arms are now rotated like in the "Minecraft Live is back for 2023" video at 0:29 seconds in the Minecraft Channel:v. The personality sitting detection has been changed to be more accurate but may cause a little delay to the leg rotation. This should prevent some accidental siting in the air situations. The revers UV in the eyelids and eye hiders have been fix on ALL eye types. So now they show like you edit them on your skin. NEWS
Well, I was wrong about the first-person hand movements. I mean its fixed since it reads the player variables, but we don't have a tool to control those 1st person perspective movements yet. A fix to that may come soon. I will be working on more eye compat before I jump into using the new variables like climbing, crawling or gliding since we have some issues with the CEM template loader in blockbench. A new pack called "Just Expressions" will come with just the animated eye feature. Now I'm aware that elytras can be animated like the player to make them sync body movements. So a fix to that may come in a near future. Right now I'm busy with college stuff so updates may come more slowly. So be patient for future updates.
New Icon and .mcmeta (the incompatible pack warning should be gone for any version of Minecraft)
New Icon and .mcmeta (The incompatible warning should be gone for any version of Minecraft)
This is a hotfix that makes the pack work with EMF 2.0
Also some news on this:
Now the first person hand movement is feature that is no longer erratic. Let me explain
Before the hand read the variables of entities on screen, now it reflects the actual arm animations of the player. So, the movement was a intended feature in EMF but now it follows the arms animation of the player model as it should've been. I have control over those animations, and I will disable them in the next update or if you have any ideas on that I will hear to them.
I have some new crawling, jumping and gliding variables that I can use so expect something new on that aspect.
This is a hotfix that makes the pack work with EMF 2.0
Also some news on this:
Now the first person hand movement is feature that is no longer erratic. Let me explain
Before the hand read the variables of entities on screen, now it reflects the actual arm animations of the player. So, the movement was a intended feature in EMF but now it follows the arms animation of the player model as it should've been. I have control over those animations and I will disable them in the next update.
I have some new crawling, jumping and gliding variables that I can use so expect something new on that aspect.
MORE EYE SUPPORT IN THE EXPRESSIVE FRESH MOVES VERSION!!! (In case your eye type is now supported)
More 1 pixel tall eyes support (4 different offsets) and 2 pixel tall eyes support (4 different offsets) Animated Eyebrow with 2 different moods (angry and calm) for just 1 position and size at the moment. Other changes:
The legs should look better while moving and attacking with better combats animations. The legs.ry rotation in the animation code has been suppresed for the Better Combat change (sitting position stays the same as before) Ladder and dive logic detection improved.
MORE EYE SUPPORT!!!
More 1 pixel tall eyes support (4 different offsets) and 2 pixel tall eyes support (4 different offsets) Animated Eyebrow with 2 different moods (angry and calm) for just 1 position and size at the moment. ATTENTION!! THE PIXELS UV TO GET THE EYE MID POSITION HAVE BEEN MOVED!!! In the pack is included the default player textures (Steve, Alex, Nor...) with the new eye pixel position. Go to the resource pack page to get more details about the new eyes UVs.
Other changes:
The legs should look better while moving and attacking with better combats animations. The legs.ry rotation in the animation code has been suppresed for the Better Combat change (sitting position stays the same as before) Ladder and dive logic detection improved.
Personality mod Compat: Reworked the sit detection logic so now works with Personality sitting.
Leg animation for ladder climbing for both Not Enought Animations and Personality are back.
Fixed boat sitting.
Slight change to the leg positioning while sitting. Tweaked the Sleep Tight head rotation.
Parcool movements are detected more precisely. Also some leg animations in some techniques are back, the leaping leg rotation for example.
Parcool Wall run flickering fixed. Parcool sky-diving animations slightly tweaked.
Paragliders Compat: Thanks to some exclusive EMF functions now the bugged body rotation while using the paraglider should be gone.
Cleaned the code from unused variables (Leftovers of the Pillager's code from Fresh Animations) and restructured the movement detection part.
Some other minor changes to the animations.
Deleted the modified default skins from the eyeless version (so they don't overwrite other resourcepacks' player textures)
From now on the packs with animated eyes will be called 'Expressive Fresh Moves' (Almost a EMF reference :v) Personality mod Compat: Reworked the sit log so now works with Personality sitting.
Leg animation for ladder climbing for both Not Enought Animations and Personality are back. Fixed boat sitting.
Slight changed to the leg positioning while sitting. Tweaked the Sleep Tight head rotation.
Parcool movements are detected more precisely. Also some leg animations in some techniques are back, the leaping leg rotation for example.
Parcool Wall run flickering fixed. Parcool sky-diving animations slightly tweaked.
Paragliders Compat: Thanks to some exclusive EMF functions now the bugged body rotation while using the paraglider should be gone.
Cleaned the code from unused variables (Leftovers of the Pillager code from Fresh Animations) and restructured the movement detection part.
Some other minor changes to the animations. The extended eye support is planned for the next update but it may take some time.
2.0 version is here!!!
Some duplicated cubes were removed from the model
The cape has been brought back with UV fixes and some placeholder animations, should look fine in most cases.
The code now has some logic to detect parcool's movements and adjust the movements according to that.
The Quark's emote head twisting has been fixed.
The broken neck while sleeping with Sleep Tight has been fixed.
No animated Eyes in this version. (To get the animated eyes go to the Resource pack page)
Many tweaks in the idle and walking animations.
2.0 version is here!!!
Some duplicated cubes were removed from the model
The cape has been brought back with UV fixes and some placeholder animations, should look fine in most cases.
The code now has some logic to detect parcool's movements and adjust the movements according to that.
The Quark's emote head twisting has been fixed.
The broken neck while sleeping with Sleep Tight has been fixed.
Animated Eyes in this version. (To aply them and avoid some issues read the Resource pack page)
Many tweaks in the idle and walking animations.
This new version 1.1 fixed some bugs about compatibility with other mods
Hey! This is a Player Animation texture pack for forge and fabric, it uses ETF and EMF, it works with all mods that use animations for your character like emotes, for example Parcool, Quark, Essential...