"barometr" is static for "pulling :0" and "pulling :1" models, but pulling has 20 frames of animation while "pulling":1, pull: 0" (with "pull" step 0.05)
"barometr" is just a texture of small "screen" that showing pulling power percentage with 5% step, so it showing numbers like [0%], [5%]... [100%]
Problem is: animation starts from random frame every time i start pulling bow, because minecraft framecounter always working, but I need to start animation from 0 frame every time I pulling bow.
Possible solutions I see:
1) split animation on 20 separated textures and change "barometr": "items/bar" texture via overrides/predicates in bow.json (i tried, but broken bow model is the only thing i've got)
2) force framecounter start animation from frame 0 when "pulling" starts (but i think its not even possible)
3) forget about that coding magic and just create 20 new models (one model per 0.05 step of "pull" from 0 to 1) and change whole model every step instead of texture (least preferrable, because 20+ models for 1 item...bulky)
Question is: is solution #1 even possible? if yes, how to realize this?
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Hello, Alvoria! And thanks for your guide, it really helped me create some good-lookin' items.
But i tried create a complex item and got a dilemma.
What I have: 3d-bow separated to 3 models (pulling 0, pulling 0-1, and pulling 1) that uses 2 same textures
"bow_base" is a static
"barometr" is static for "pulling :0" and "pulling :1" models, but pulling has 20 frames of animation while "pulling":1, pull: 0" (with "pull" step 0.05)
"barometr" is just a texture of small "screen" that showing pulling power percentage with 5% step, so it showing numbers like [0%], [5%]... [100%]
Problem is: animation starts from random frame every time i start pulling bow, because minecraft framecounter always working, but I need to start animation from 0 frame every time I pulling bow.
Possible solutions I see:
1) split animation on 20 separated textures and change "barometr": "items/bar" texture via overrides/predicates in bow.json (i tried, but broken bow model is the only thing i've got)
2) force framecounter start animation from frame 0 when "pulling" starts (but i think its not even possible)
3) forget about that coding magic and just create 20 new models (one model per 0.05 step of "pull" from 0 to 1) and change whole model every step instead of texture (least preferrable, because 20+ models for 1 item...bulky)
Question is: is solution #1 even possible? if yes, how to realize this?