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✨ Basic Animation Docs
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  • src/routes/docs
    • [...4]the-blueprint-format/[...5]animations
    • [...5]resources/[...1]faq
  • static/img/steps/animation

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---
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title: Animations
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description: Everything you need to know about Animations in the Blueprint Format.
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# {$frontmatter.title}
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{$frontmatter.description}
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## Animation Properties
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![animation-properties](/img/steps/animation/1.png)
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- #### Animation Name
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The name of the animation.
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- #### Loop Mode
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The loop mode of the animation. Options are:
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- `Once`: The animation will play once and stop.
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- `Loop`: The animation will loop indefinitely.
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- `Hold`: The animation will play once and hold the last frame.
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- #### Loop Delay
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The number of ticks to wait after the animation has finished before looping.
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Only used when `Loop Mode` is set to `Loop`.
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- #### Included / Excluded Bones
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The bones that the animation will affect. If a bone is not included, it will not be affected by the animation.
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You can drag and drop bones to / from each list to include / exclude them.
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The swap button will swap the included and excluded lists.

src/routes/docs/[...5]resources/[...1]faq/+page.md

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## What model limitations does Animated Java have and how do they compare to Vanilla Minecraft?
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Animated Java has fewer limitations than Vanilla Minecraft, but there are still a few limitations to keep in mind when creating your models:
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- Elements, like in Vanilla Minecraft, are limited to rotations of 22.5 degree increments and only along one axis at a time. However, bones can be rotated freely.
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## Are there any performance concerns with Animated Java? / What can I do to improve performance?
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There are a few things you can do to make sure your models run as smoothly as possible:
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- Use a few bones as possible. The more bones you have, the more NBT modifications need to be done each frame. Note that bones with no Cubes in them are not exported, and therefor do not contribute to performance issues.
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## Can I use vanilla item / block models?
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**Yes!** Animated Java supports vanilla item and block models. You can use the `Add Vanilla Item Display` and `Add Vanilla Block Display` buttons in edit mode to add them to your model.
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If you disable `Export Resources` in your Blueprint's settings, you can make and animate Animated Java Rigs without using a Resource Pack!
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## Can I have multiple exported rigs in a single Data Pack / Resource Pack?
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**Yes!** As long as each Rig's Blueprint has a unique `Export Namespace`. Just select the same export Data Pack / Resource Pack for the Blueprints you wish to merge, and Animated Java will automatically handle the rest.
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## Can I play multiple animations at the same time?
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**Yes!\***
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\*Only one animation may affect any given bone at a time. However, you can play multiple animations simultaneously by having them affect different bones.
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See the [Excluded Bones](/docs/the-blueprint-format/animations#excluded-bones) section of Blueprint Animations for more information.
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See the [Included / Excluded Bones](/docs/the-blueprint-format/animations##included-excluded-bones) section of Blueprint Animations for more information.
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## Can I preview custom fonts in Text Displays?
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**No.\*** Animated Java does not support *rendering* custom fonts at this time. :pensive:
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**No.\*** Animated Java does not support _rendering_ custom fonts at this time. :pensive:
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\*You can still use custom fonts in your Text Displays. They will be displayed as the default Minecraft font in the editor, but will render correctly in-game.
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## Can I smoothly transition between different animations?
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**Yes!** See the [Tweening](/docs/the-blueprint-format/animations#tweening) section of Blueprint Animations for more information.

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