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10 Commits

Author SHA1 Message Date
whosit
f763ce648e
Limit angle between head and body (#5)
Fixes head turning more than 90 degrees during minor lag, which appears unnatural.
2024-02-24 11:47:14 +01:00
SmallJoker
e0acae8ed8 Workaround for Minetest #12189 2022-04-10 12:53:25 +02:00
bell07
9dab03f544
Clear up all animations of all registered models (#1)
Disable animations for all registered models, not only for "character.b3d".
Increases compatibility to other mods
2020-09-25 19:38:44 +02:00
sfan5
ae45fe4cca Fix compatibility with (upcoming) Minetest 5.3.0
But note that since bone animation was fixed in 5.3,
there is no reason to use this mod anymore.
2020-06-18 16:30:34 +02:00
SmallJoker
41f23cf799 Autodetect the player model version, remove playeranim.model_version 2019-12-20 19:58:47 +01:00
Rui
560af7eae5 Put dependencies and description in mod.conf
depends.txt and description.txt still aren't deleted.
2018-06-10 14:38:26 +09:00
Rui
05a794fe9d
Bump version to 0.4.16 (#16) 2018-06-10 14:07:36 +09:00
lhofhansl
0cccb537a2 Character model v3 for MT 5.0 (#15) 2017-08-11 11:29:55 +09:00
Jordan Irwin
59bcd385a1 Replace deprecated 'setting_get' with 'settings:get' (#13) 2017-06-08 13:52:58 +09:00
Rogier-5
0ca8e5a3aa Changes for adapted player model
The new player model is in minetest_game since 25 nov 2016,
3d_armor since 27 nov 2016

Dependency on 3d_armor was removed, as it is no longer needed

Note: the extra '.' characters in settingtypes.txt are needed to make
the help text display acceptably in the minetest settings tab. Without
them, minetest removes all leading whitespace, and makes the help text
look messy.
2016-12-07 21:03:12 +09:00
8 changed files with 430 additions and 283 deletions

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@ -1,15 +1,15 @@
Copyright (c) 2013-2014, Diego Martínez
Copyright (c) 2016, Rui
Copyright (c) 2016-2018, Rui
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED

40
README.md Normal file
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@ -0,0 +1,40 @@
# playeranim
Makes the head, and the right arm when you're mining, face the way you're facing, similar to Minecraft. Compatible with [3d_armor](https://github.com/stujones11/minetest-3d_armor). This is an ugly hack. Forked from [Kaeza's animplus mod](https://github.com/kaeza/minetest-animplus).
The head only turns up and down relative to the body, except it turns slightly to the right/left when you strafe right/left. When you turn the body turns with the head.
Works in both singleplayer and multiplayer.
Created by [Rui](https://github.com/Rui-Minetest), this document was written by [sloantothebone](https://github.com/sloantothebone).
## Configuration
### Version of player model
Player models supported by this mod:
- minetest_game after 4 Jun 2017, Minetest 0.4.16
- minetest_game after 4 Nov 2017, Minetest 0.5.0-dev
### The delay of sideways body rotation
Configure `playeranim.body_rotation_delay`.
It's the number of frame delay of sideways body rotation.
The default value is `7`.
### Lengthways body rotation in sneaking
Configure `playeranim.body_x_rotation_sneak`.
It's the degrees of the body's X-axis rotation in sneaking.
The default value is `6.0`.
### The speed of an animation
Configure `playeranim.animation_speed`.
It's the number of stepping per seconds.
The default value is `2.4`.
### The speed of an animation in sneaking
Configure `playeranim.animation_speed_sneak`.
It's the number of stepping per seconds in sneaking.
The default value is `0.8`.

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@ -1,2 +1,2 @@
default
3d_armor?
default?
player_api?

568
init.lua
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@ -1,11 +1,150 @@
local model = minetest.get_modpath("3d_armor") and "armor" or "normal"
-- Localize to avoid table lookups
local vector_new = vector.new
local math_pi = math.pi
local math_sin = math.sin
local table_remove = table.remove
local get_animation = default.player_get_animation
if not minetest.settings then
error("Mod playeranim requires Minetest 0.4.16 or newer")
end
local ANIMATION_SPEED = tonumber(minetest.settings:get("playeranim.animation_speed")) or 2.4
local ANIMATION_SPEED_SNEAK = tonumber(minetest.settings:get("playeranim.animation_speed_sneak")) or 0.8
local BODY_ROTATION_DELAY = math.max(math.floor(tonumber(minetest.settings:get("playeranim.body_rotation_delay")) or 7), 1)
local BODY_X_ROTATION_SNEAK = tonumber(minetest.settings:get("playeranim.body_x_rotation_sneak")) or 6.0
local BONE_POSITION, BONE_ROTATION = (function()
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
return dofile(modpath .. "/model.lua")
end)()
local get_animation = minetest.global_exists("player_api")
and player_api.get_animation or default.player_get_animation
if not get_animation then
error("player_api.get_animation or default.player_get_animation is not found")
end
-- stop player_api from messing stuff up (since 5.3)
if minetest.global_exists("player_api") then
minetest.register_on_mods_loaded(function()
for _, model in pairs(player_api.registered_models) do
if model.animations then
for _, animation in pairs(model.animations) do
animation.x = 0
animation.y = 0
end
end
end
end)
minetest.register_on_joinplayer(function(player)
player:set_local_animation(nil, nil, nil, nil, 0)
end)
end
local function get_animation_speed(player)
if player:get_player_control().sneak then
return ANIMATION_SPEED_SNEAK
end
return ANIMATION_SPEED
end
local math_deg = math.deg
local function get_pitch_deg(player)
return math_deg(player:get_look_vertical())
end
local players_animation_data = setmetatable({}, {
__index = {
init_player = function(self, player)
self[player] = {
time = 0,
yaw_history = {},
bone_rotations = {},
bone_positions = {},
previous_animation = 0,
}
end,
-- time
get_time = function(self, player)
return self[player].time
end,
increment_time = function(self, player, dtime)
self[player].time = self:get_time(player) + dtime
end,
reset_time = function(self, player)
self[player].time = 0
end,
-- yaw_history
get_yaw_history = function(self, player)
return self[player].yaw_history -- Return mutable reference
end,
add_yaw_to_history = function(self, player)
local yaw = player:get_look_horizontal()
local history = self:get_yaw_history(player)
history[#history + 1] = yaw
end,
clear_yaw_history = function(self, player)
if #self[player].yaw_history > 0 then
self[player].yaw_history = {}
end
end,
-- bone_rotations
get_bone_rotation = function(self, player, bone)
return self[player].bone_rotations[bone]
end,
set_bone_rotation = function(self, player, bone, rotation)
self[player].bone_rotations[bone] = rotation
end,
-- bone_positions
get_bone_position = function(self, player, bone)
return self[player].bone_positions[bone]
end,
set_bone_position = function(self, player, bone, position)
self[player].bone_positions[bone] = position
end,
-- previous_animation
get_previous_animation = function(self, player)
return self[player].previous_animation
end,
set_previous_animation = function(self, player, animation)
self[player].previous_animation = animation
end,
}
})
minetest.register_on_joinplayer(function(player)
players_animation_data:init_player(player)
end)
local vector_add, vector_equals = vector.add, vector.equals
local function rotate_bone(player, bone, rotation, position_optional)
local previous_rotation = players_animation_data:get_bone_rotation(player, bone)
local rotation = vector_add(rotation, BONE_ROTATION[bone])
local previous_position = players_animation_data:get_bone_position(player, bone)
local position = BONE_POSITION[bone]
if position_optional then
position = vector_add(position, position_optional)
end
if not previous_rotation
or not previous_position
or not vector_equals(rotation, previous_rotation)
or not vector_equals(position, previous_position) then
player:set_bone_position(bone, position, rotation)
players_animation_data:set_bone_rotation(player, bone, rotation)
players_animation_data:set_bone_position(player, bone, position)
end
end
-- Animation alias
local STAND = 1
@ -24,287 +163,178 @@ local RARM = "Arm_Right"
local LLEG = "Leg_Left"
local RLEG = "Leg_Right"
local bone_positions = {
normal = {
[BODY] = vector_new(0, -3.5, 0),
[HEAD] = vector_new(0, 6.5, 0),
[CAPE] = vector_new(0, 6.5, 1.5),
[LARM] = vector_new(-3.9, 6.5, 0),
[RARM] = vector_new(3.9, 6.5, 0),
[LLEG] = vector_new(-1, 0, 0),
[RLEG] = vector_new(1, 0, 0)
},
armor = {
[BODY] = vector_new(0, -3.5, 0),
[HEAD] = vector_new(0, 6.75, 0),
[CAPE] = vector_new(0, 6.75, 1.5),
[LARM] = vector_new(2, 6.5, 0),
[RARM] = vector_new(-2, 6.5, 0),
[LLEG] = vector_new(1, 0, 0),
[RLEG] = vector_new(-1, 0, 0)
}
local math_sin, math_cos, math_pi = math.sin, math.cos, math.pi
local ANIMATIONS = {
[STAND] = function(player, _time)
rotate_bone(player, BODY, {x = 0, y = 0, z = 0})
rotate_bone(player, CAPE, {x = 0, y = 0, z = 0})
rotate_bone(player, LARM, {x = 0, y = 0, z = 0})
rotate_bone(player, RARM, {x = 0, y = 0, z = 0})
rotate_bone(player, LLEG, {x = 0, y = 0, z = 0})
rotate_bone(player, RLEG, {x = 0, y = 0, z = 0})
end,
[LAY] = function(player, _time)
rotate_bone(player, HEAD, {x = 0, y = 0, z = 0})
rotate_bone(player, CAPE, {x = 0, y = 0, z = 0})
rotate_bone(player, LARM, {x = 0, y = 0, z = 0})
rotate_bone(player, RARM, {x = 0, y = 0, z = 0})
rotate_bone(player, LLEG, {x = 0, y = 0, z = 0})
rotate_bone(player, RLEG, {x = 0, y = 0, z = 0})
rotate_bone(player, BODY, BONE_ROTATION.body_lay, BONE_POSITION.body_lay)
end,
[SIT] = function(player, _time)
rotate_bone(player, LARM, {x = 0, y = 0, z = 0})
rotate_bone(player, RARM, {x = 0, y = 0, z = 0})
rotate_bone(player, LLEG, {x = 90, y = 0, z = 0})
rotate_bone(player, RLEG, {x = 90, y = 0, z = 0})
rotate_bone(player, BODY, BONE_ROTATION.body_sit, BONE_POSITION.body_sit)
end,
[WALK] = function(player, time)
local speed = get_animation_speed(player)
local sin = math_sin(time * speed * math_pi)
rotate_bone(player, CAPE, {x = -35 * sin - 35, y = 0, z = 0})
rotate_bone(player, LARM, {x = -55 * sin, y = 0, z = 0})
rotate_bone(player, RARM, {x = 55 * sin, y = 0, z = 0})
rotate_bone(player, LLEG, {x = 55 * sin, y = 0, z = 0})
rotate_bone(player, RLEG, {x = -55 * sin, y = 0, z = 0})
end,
[MINE] = function(player, time)
local speed = get_animation_speed(player)
local cape_sin = math_sin(time * speed * math_pi)
local rarm_sin = math_sin(2 * time * speed * math_pi)
local rarm_cos = -math_cos(2 * time * speed * math_pi)
local pitch = 90 - get_pitch_deg(player)
rotate_bone(player, CAPE, {x = -5 * cape_sin - 5, y = 0, z = 0})
rotate_bone(player, LARM, {x = 0, y = 0, z = 0})
rotate_bone(player, RARM, {x = 10 * rarm_sin + pitch, y = 10 * rarm_cos, z = 0})
rotate_bone(player, LLEG, {x = 0, y = 0, z = 0})
rotate_bone(player, RLEG, {x = 0, y = 0, z = 0})
end,
[WALK_MINE] = function(player, time)
local speed = get_animation_speed(player)
local sin = math_sin(time * speed * math_pi)
local rarm_sin = math_sin(2 * time * speed * math_pi)
local rarm_cos = -math_cos(2 * time * speed * math_pi)
local pitch = 90 - get_pitch_deg(player)
rotate_bone(player, CAPE, {x = -35 * sin - 35, y = 0, z = 0})
rotate_bone(player, LARM, {x = -55 * sin, y = 0, z = 0})
rotate_bone(player, RARM, {x = 10 * rarm_sin + pitch, y = 10 * rarm_cos, z = 0})
rotate_bone(player, LLEG, {x = 55 * sin, y = 0, z = 0})
rotate_bone(player, RLEG, {x = -55 * sin, y = 0, z = 0})
end,
}
local bone_rotations = {
normal = {
[BODY] = vector_new(0, 0, 0),
[HEAD] = vector_new(0, 0, 0),
[CAPE] = vector_new(0, 0, 180),
[LARM] = vector_new(180, 0, 7.5),
[RARM] = vector_new(180, 0, -7.5),
[LLEG] = vector_new(0, 0, 0),
[RLEG] = vector_new(0, 0, 0)
},
armor = {
[BODY] = vector_new(0, 0, 0),
[HEAD] = vector_new(0, 0, 0),
[CAPE] = vector_new(180, 0, 180),
[LARM] = vector_new(180, 0, 9),
[RARM] = vector_new(180, 0, -9),
[LLEG] = vector_new(0, 0, 0),
[RLEG] = vector_new(0, 0, 0)
}
}
local function set_animation(player, animation, force_animate)
local animation_changed
= (players_animation_data:get_previous_animation(player) ~= animation)
local bone_rotation = bone_rotations[model]
local bone_position = bone_positions[model]
local bone_rotation_cache = {}
local function rotate(player, bone, x, y, z)
local default_rotation = bone_rotation[bone]
local rotation = {
x = (x or 0) + default_rotation.x,
y = (y or 0) + default_rotation.y,
z = (z or 0) + default_rotation.z
}
local player_cache = bone_rotation_cache[player]
local rotation_cache = player_cache[bone]
if not rotation_cache
or rotation.x ~= rotation_cache.x
or rotation.y ~= rotation_cache.y
or rotation.z ~= rotation_cache.z then
player_cache[bone] = rotation
player:set_bone_position(bone, bone_position[bone], rotation)
if force_animate or animation_changed then
players_animation_data:set_previous_animation(player, animation)
ANIMATIONS[animation](player, players_animation_data:get_time(player))
end
end
local step = 0
local look_pitch = {}
local animation_speed = {}
local animations = {
[STAND] = function(player)
rotate(player, BODY)
rotate(player, CAPE)
rotate(player, LARM)
rotate(player, RARM)
rotate(player, LLEG)
rotate(player, RLEG)
end,
[WALK] = function(player)
local swing = math_sin(step * 4 * animation_speed[player])
rotate(player, CAPE, swing * 30 + 35)
rotate(player, LARM, swing * -40)
rotate(player, RARM, swing * 40)
rotate(player, LLEG, swing * 40)
rotate(player, RLEG, swing * -40)
end,
[MINE] = function(player)
local pitch = look_pitch[player]
local speed = animation_speed[player]
local swing = math_sin(step * 4 * speed)
local hand_swing = math_sin(step * 8 * speed)
rotate(player, CAPE, swing * 5 + 10)
rotate(player, LARM)
rotate(player, RARM, hand_swing * 20 + 80 + pitch)
rotate(player, LLEG)
rotate(player, RLEG)
end,
[WALK_MINE] = function(player)
local pitch = look_pitch[player]
local speed = animation_speed[player]
local swing = math_sin(step * 4 * speed)
local hand_swing = math_sin(step * 8 * speed)
rotate(player, CAPE, swing * 30 + 35)
rotate(player, LARM, swing * -40)
rotate(player, RARM, hand_swing * 20 + 80 + pitch)
rotate(player, LLEG, swing * 40)
rotate(player, RLEG, swing * -40)
end,
[SIT] = function(player)
local body_position = vector_new(bone_position[BODY])
body_position.y = body_position.y - 6
player:set_bone_position(BODY, body_position, {x = 0, y = 0, z = 0})
rotate(player, LARM)
rotate(player, RARM)
rotate(player, LLEG, 90)
rotate(player, RLEG, 90)
end,
[LAY] = function(player)
rotate(player, HEAD)
rotate(player, CAPE)
rotate(player, LARM)
rotate(player, RARM)
rotate(player, LLEG)
rotate(player, RLEG)
local body_position = {x = 0, y = -9, z = 0}
local body_rotation = {x = 270, y = 0, z = 0}
player:set_bone_position(BODY, body_position, body_rotation)
end
}
local function update_look_pitch(player)
local pitch = -player:get_look_vertical() * 180 / math_pi
if look_pitch[player] ~= pitch then
look_pitch[player] = pitch
end
local function rotate_head(player)
local head_x_rotation = -get_pitch_deg(player)
rotate_bone(player, HEAD, {x = head_x_rotation, y = 0, z = 0})
end
local function set_animation_speed(player, sneak)
local speed = sneak and 0.75 or 2
local table_remove, math_deg = table.remove, math.deg
local function rotate_body_and_head(player)
local body_x_rotation = (function()
local sneak = player:get_player_control().sneak
return sneak and BODY_X_ROTATION_SNEAK or 0
end)()
if animation_speed[player] ~= speed then
animation_speed[player] = speed
end
end
local previous_animation = {}
local function set_animation(player, anim)
if (anim == WALK or anim == MINE or anim == WALK_MINE)
or (previous_animation[player] ~= anim) then
previous_animation[player] = anim
animations[anim](player)
end
end
local previous_yaw = {}
local function body_moving(player, sneak, no_rotate_body)
local yaw = player:get_look_horizontal()
local player_previous_yaw = previous_yaw[player]
local index = #player_previous_yaw + 1
player_previous_yaw[index] = yaw
local next_yaw = yaw
if index > 7 then
next_yaw = player_previous_yaw[1]
table_remove(player_previous_yaw, 1)
end
local x, y = 0, 0
if not no_rotate_body then
x = sneak and 5 or 0
y = (yaw - next_yaw) * 180 / math_pi
end
rotate(player, BODY, x, y)
rotate(player, HEAD, look_pitch[player], -y)
end
local players = {}
local player_list = {}
local player_count = 0
local function update_players()
players = {}
local position = 0
for player, joined in pairs(player_list) do
if joined and player:is_player_connected() then
position = position + 1
players[position] = player
local body_y_rotation = (function()
local yaw_history = players_animation_data:get_yaw_history(player)
if #yaw_history > BODY_ROTATION_DELAY then
local body_yaw = table_remove(yaw_history, 1)
local player_yaw = player:get_look_horizontal()
-- Get the difference and normalize it to [-180,180) range.
-- This will give the shortest rotation between head and body angles.
local angle = ((player_yaw - body_yaw + 3.0*math_pi) % (2.0*math_pi)) - math_pi
-- Arbitrary limit of the head turn angle
local limit = math_pi*0.3 -- value from 0 to pi, less than 0.45*pi looks good
-- Clamp the value to the limit
angle = math.max(math.min(angle, limit), -limit)
return math_deg(angle)
end
end
return 0
end)()
player_count = position
rotate_bone(player, BODY, {x = body_x_rotation, y = body_y_rotation, z = 0})
local head_x_rotation = -get_pitch_deg(player)
rotate_bone(player, HEAD, {x = head_x_rotation, y = -body_y_rotation, z = 0})
end
minetest.register_on_joinplayer(function(player)
bone_rotation_cache[player] = {}
previous_yaw[player] = {}
player_list[player] = true
update_players()
end)
local function animate_player(player, dtime)
local data = get_animation(player)
if not data then
-- Minetest Engine workaround for 5.6.0-dev and older
-- minetest.register_globalstep may call to this function before the player is
-- initialized by minetest.register_on_joinplayer in player_api
return
end
minetest.register_on_leaveplayer(function(player)
bone_rotation_cache[player] = nil
local animation = data.animation
look_pitch[player] = nil
animation_speed[player] = nil
-- Yaw history
if animation == "lay" or animation == "sit" then
players_animation_data:clear_yaw_history(player)
else
players_animation_data:add_yaw_to_history(player)
end
previous_yaw[player] = nil
previous_animation[player] = nil
-- Increment animation time
if animation == "walk"
or animation == "mine"
or animation == "walk_mine" then
players_animation_data:increment_time(player, dtime)
else
players_animation_data:reset_time(player)
end
player_list[player] = nil
update_players()
end)
-- Set animation
if animation == "stand" then
set_animation(player, STAND)
elseif animation == "lay" then
set_animation(player, LAY)
elseif animation == "sit" then
set_animation(player, SIT)
elseif animation == "walk" then
set_animation(player, WALK, true)
elseif animation == "mine" then
set_animation(player, MINE, true)
elseif animation == "walk_mine" then
set_animation(player, WALK_MINE, true)
end
-- Rotate body and head
if animation == "lay" then
-- Do nothing
elseif animation == "sit" then
rotate_head(player)
else
rotate_body_and_head(player)
end
end
local minetest_get_connected_players = minetest.get_connected_players
minetest.register_globalstep(function(dtime)
if player_count == 0 then return end
step = step + dtime
if step >= 3600 then
step = 1
end
for i = 1, player_count do
local player = players[i]
local animation = get_animation(player).animation
if animation == "lay" then
set_animation(player, LAY)
if #previous_yaw[player] ~= 0 then
previous_yaw[player] = {}
end
else
local controls = player:get_player_control()
local sneak = controls.sneak
update_look_pitch(player)
if animation == "walk" then
set_animation_speed(player, sneak)
set_animation(player, WALK)
body_moving(player, sneak)
elseif animation == "mine" then
set_animation_speed(player, sneak)
set_animation(player, MINE)
body_moving(player, sneak)
elseif animation == "walk_mine" then
set_animation_speed(player, sneak)
set_animation(player, WALK_MINE)
body_moving(player, sneak)
elseif animation == "sit" then
set_animation(player, SIT)
body_moving(player, sneak, true)
else
set_animation(player, STAND)
body_moving(player, sneak)
end
end
for _, player in ipairs(minetest_get_connected_players()) do
animate_player(player, dtime)
end
end)

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@ -1 +1,3 @@
name = playeranim
description = Adds animations to the players' head and right arm.
optional_depends = player_api, default

72
model.lua Normal file
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@ -0,0 +1,72 @@
-- Bone alias
local BODY = "Body"
local HEAD = "Head"
local CAPE = "Cape"
local LARM = "Arm_Left"
local RARM = "Arm_Right"
local LLEG = "Leg_Left"
local RLEG = "Leg_Right"
local BONE_POSITIONS = {
MTG_0_4_x = {
[BODY] = {x = 0, y = -3.5, z = 0},
[HEAD] = {x = 0, y = 6.5, z = 0},
[CAPE] = {x = 0, y = 6.5, z = 1.2},
[LARM] = {x = 3, y = 5.5, z = 0},
[RARM] = {x = -3, y = 5.5, z = 0},
[LLEG] = {x = 1, y = 0, z = 0},
[RLEG] = {x = -1, y = 0, z = 0},
body_sit = {x = 0, y = -5.5, z = 0},
body_lay = {x = 0, y = -5.5, z = 0},
},
MTG_5_0_x = {
[BODY] = {x = 0, y = 6.25, z = 0},
[HEAD] = {x = 0, y = 6.5, z = 0},
[CAPE] = {x = 0, y = 6.5, z = 1.2},
[LARM] = {x = 3, y = 5.5, z = 0},
[RARM] = {x = -3, y = 5.5, z = 0},
[LLEG] = {x = 1, y = 0, z = 0},
[RLEG] = {x = -1, y = 0, z = 0},
body_sit = {x = 0, y = -5, z = 0},
body_lay = {x = 0, y = -5, z = 0},
},
}
local BONE_ROTATIONS = {
MTG_0_4_x = {
[BODY] = {x = 0, y = 0, z = 0},
[HEAD] = {x = 0, y = 0, z = 0},
[CAPE] = {x = 0, y = 0, z = 0},
[LARM] = {x = 0, y = 0, z = 0},
[RARM] = {x = 0, y = 0, z = 0},
[LLEG] = {x = 0, y = 0, z = 0},
[RLEG] = {x = 0, y = 0, z = 0},
body_sit = {x = 0, y = 0, z = 0},
body_lay = {x = 270, y = 0, z = 0},
},
MTG_5_0_x = {
[BODY] = {x = 0, y = 0, z = 0},
[HEAD] = {x = 0, y = 0, z = 0},
[CAPE] = {x = 0, y = 0, z = 0},
[LARM] = {x = 0, y = 0, z = 0},
[RARM] = {x = 0, y = 0, z = 0},
[LLEG] = {x = 0, y = 0, z = 0},
[RLEG] = {x = 0, y = 0, z = 0},
body_sit = {x = 0, y = 0, z = 0},
body_lay = {x = 270, y = 0, z = 0},
},
}
local model = minetest.global_exists("player_api") and "MTG_5_0_x" or "MTG_0_4_x"
local BONE_POSITION = BONE_POSITIONS[model]
local BONE_ROTATION = BONE_ROTATIONS[model]
if not BONE_POSITION or not BONE_ROTATION then
error("Internal error: invalid player_model_version: " .. PLAYER_MODEL_VERSION)
end
return BONE_POSITION, BONE_ROTATION

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# playeranim
Makes the head, and the right arm when youre mining, face the way youre facing, similar to Minecraft. Compatible with 3d_armor. Forked from the animplus mod, which was an ugly hack.
The head only turns up and down relative to the body, except it turns slightly to the right/left when you strafe right/left. When you turn the body turns with the head.
Works in multiplayer, I tested it on a local server.
Created by Rui914, this document was written by sloantothebone.

11
settingtypes.txt Normal file
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# The number of frame delay of sideways body rotation. (between 1 and 20).
playeranim.body_rotation_delay (The delay of sideways body rotation) int 7 1 20
# The degrees of the body's X-axis rotation in sneaking.
playeranim.body_x_rotation_sneak (Lengthways body rotation in sneaking) float 6.0
# The number of stepping per seconds.
playeranim.animation_speed (The speed of an animation) float 2.4
# The number of stepping per seconds in sneaking.
playeranim.animation_speed_sneak (The speed of an animation in sneaking) float 0.8