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12 changes: 12 additions & 0 deletions plugins.json
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"website": "https://www.cazfps.com/links",
"tags": ["Minecraft", "Animation", "Tools"]
},
"pal_bend_player_tools": {
"title": "PAL Bend Player Tools",
"author": "kltyton",
"icon": "icon.png",
"description": "Create, import, and export PAL, Emotecraft, DragonCore player-model, and PlayerAnimationLibraryMoreRotation animations.",
"tags": ["Minecraft: Java Edition", "Animation", "Tools"],
"version": "0.4.0",
"variant": "both",
"min_version": "4.8.0",
"repository": "https://github.com/kltyton/Pal-bend-player-tools",
"bug_tracker": "https://github.com/kltyton/Pal-bend-player-tools/issues"
},
"armor_stand_animator": {
"title": "Armor Stand Animator",
"author": "DoubleFelix",
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31 changes: 31 additions & 0 deletions plugins/pal_bend_player_tools/about.md
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# PAL Bend Player Tools

Create a player animation project and convert PlayerAnimationLibrary / Emotecraft player animations in Blockbench.

## English

- Create a `player_model.geo.json` helper-bend project with a default `player_model.geo.png` texture.
- Create DragonCore-compatible player projects: one keeps PAL bone names, and one uses DragonCore group names such as `Body_Lower`, `Body`, `Left_Arm_Lower`, and `Right_Hand`.
- Import traditional PAL bend `animations` JSON or Emotecraft `emote` JSON.
- Import legacy animations authored against the DragonCore-friendly reference model and convert them to PAL.
- Export traditional PAL bend `animations` JSON or Emotecraft `emote` JSON.
- Converts `*_bend.rotation.x/y/z` and PAL `bend`. X-only bend stays in the original scalar PAL format; Y/Z bend is exported as vector bend for PlayerAnimationLibraryMoreRotation.
- Exports DragonCore-friendly parented projects as flat PAL bone animations by baking the current Blockbench hierarchy and pivots.
- Imports flat PAL/emote back into parented projects by unbaking it into local Blockbench bone tracks.
- Converts legacy DragonCore-authored animations into the current project rig before loading them.

## 中文

- 创建带默认 `player_model.geo.png` 纹理的 `player_model.geo.json` 玩家动画项目。
- 创建龙核玩家模型兼容项目:一个保留 PAL 骨骼名,另一个使用 `Body_Lower`、`Body`、`Left_Arm_Lower`、`Right_Hand` 等龙核组名。
- 导入传统 PAL bend `animations` JSON 或 Emotecraft `emote` JSON。
- 导入基于龙核友好参考模型制作的旧动画,并转换为 PAL。
- 导出传统 PAL bend `animations` JSON 或 Emotecraft `emote` JSON。
- 转换 `*_bend.rotation.x/y/z` 与 PAL 原生 `bend`。只有 X 轴时保留原版 scalar PAL 格式;存在 Y/Z 时导出给 PlayerAnimationLibraryMoreRotation 使用的向量 bend。
- 导出时会把当前 Blockbench 项目的父子关系和 pivot 烘焙成平铺 PAL 骨骼动画。
- 导入平铺 PAL/emote 到带父子关系的项目时,会反向解烘焙成本地 Blockbench 骨骼轨道。
- 导入龙核旧动画时会先转换到当前项目的 rig,再加载到时间轴。

## Notes

The preview model is a helper rig for editing bends in Blockbench. Exported PAL animations use native `bend`; Emotecraft export still writes the single X-axis bend value supported by emote JSON.
Binary file added plugins/pal_bend_player_tools/icon.png
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2 changes: 2 additions & 0 deletions plugins/pal_bend_player_tools/members.yml
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maintainers:
- kltyton
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