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2h 21m 11s logged

Made soul fans placed at different locations use a different starting frame offset, so they don’t all look the same (see before and after videos).

The way this is implemented is a bit interesting…
There’s no easy “use this model but offset any texture’s animation by 1 frame” as afaik the frame index is global per texture. What Minecraft does allow is each block state variant actually being an array of variants that the game will choose between using afaik a hash derived from the block position. This is used in vanilla for things like stone and deepslate, which have mirrored and rotated variants so caves look less repetitive or whatever.

As each texture has a global frame index, I am duplicating the soul fan texture and just changing the order of the frames in the accompanying animation metadata file and creating separate models which point to the different textures and then those models are used as variants in the blockstate.

What’s even more fun is I am using datagen for duplicating the texture and creating the animation metadata files, which definitely isn’t concerning at all. This also required me to make a pull request to fabric api because the FabricCodecDataProvider assumes all files it generates are .json files, but animation metadata is .mcmeta. (The PR isn’t yet merged so I resorted to…. injecting a mixin into fabric api, definitely not cursed at all I swear)

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@aeroghurt

woahhh that effect is so cool