RedRain0o0
RedRain0o0
When animating a models roots, it looks fine with vanilla(mostly(cape and elytra)), but mods(Like Trinkets, Travelers Backpack, Weapon Master, BackSlot, ETC) don't respect the root positions that CPM give. I'm...
I'm uncertain how exactly this would work, but it'd be some way to have elements render above or below each-other. Example 1: You could have a toony model that has...
Just a simple suggestion for a cool feature. When making a Value Layer animation, you can set 2 speeds (Min and Max) in MS and select another animation to control...
Certain animations should be activated by other animations frame data. Example, for `Talking`, the frame is determined by the volume of the audio playing, so you can have your mouth...
As the name implies, a new thing called the Asset Bag. When right clicking a block in the Hierarchy, a new option appears to send a copy of it and...
A simple suggestion to be able to have multiple animations for 1 pose EXAMPLE: 3 Sitting animations. -generic sitting animation -horse sitting animation -minecart sitting animation Differentiation would be made...
Just the ability to put simple translucent ghost blocks in the animator to help with lining things up. Add a button on the side that lets you add a block....
If Then animations that could be used for certain triggers. EG: If playing [speaking] animation, Then unhide (Mouth Talking). This would be useful for talking especially because it's based on...
Add the ability to play a different Startup Animation if something was being played before. Example: You would have 2 Startup Animations for Sneak Walking; 1 for going Crouching ->...
These would act similar to Setup/Finish animations. For And animations, you would select 2 animations you want to make a combined version of. Example: Sneak and Jump. You could then...