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[EMF] Entity Model Features Wiki › Features › Animation Settings

Animation Settings

feature

Overview

The Animation Settings feature governs how custom entity animations are processed and optimized, including an animation system toggle that, when switched off, falls back to a costlier expression-based approach that can aid debugging. It also exposes controls such as animation level-of-detail distance, logging of animation calculations and compiled math state, and options for handling model parts and variables. Beyond these toggles, it provides math functions and variables for use in animations, such as smooth keyframe interpolation, error-catching, NBT queries, and per-entity or global values that persist between frames.

Controls

  • Show EMF debug data on entity right click
  • Debug render only on hover

Options

  • Sulfur Cube block default animation
  • CEM animation syntax limits
  • Animation LOD distance
  • Log animation calculations
  • Settings related to animation optimization
  • Log compiled math state
  • Compiled animation math
  • Animation math details
  • Substitute missing model parts
  • Export model as .jem file
  • Parrot shoulder follows player animations
  • Known only (Mostly Vanilla / OptiFine)
  • Unknown only (Mostly Modded)
  • Armor copies custom animations
  • Animate models once per entity
  • Use fallback .properties
  • Show reload error toast
  • EMF encountered loading errors
  • Log all loading errors again
  • Log all loading errors again (with stacktrace)
  • Subfolder models MUST variate
  • Enhanced Block Entities (EBE) Mod patch
  • Try to prevent EMF models being overridden
  • acos(x) Get the arc cosine of x
  • asin(x) Get the arc sine of x
  • atan(x) Get the arc tangent of x
  • cos(x) Get the cosine of x
  • log(x) Get the natural logarithm of x
  • round(x) Round x to nearest whole number
  • sin(x) Get the sine of x
  • sqrt(x) Get the square root of x
  • tan(x) Get the tangent of x
  • todeg(rad) Convert radians to degrees
  • torad(deg) Convert degrees to radians
  • Retain LOD for larger mobs
  • Retain LOD at low fps
  • Performance settings
  • All models - Log only
  • All models - Log & .jem
  • Unknown models - Log only
  • Unknown models - Log & .jem
  • Wireframe over texture
  • Wireframe flashing over texture
  • Ignore texture overrides
  • Try with Iris first
  • The start value of anger_time
  • The current day count
  • The current day time in ticks (0-24000)
  • Constant value false
  • Head pitch (x Rotation)
  • Head yaw (y rotation)
  • The entity's current health
  • If the entity is alive
  • If the entity is on fire
  • If the entity is crawling
  • If the entity has the Glowing effect
  • If the entity is taking damage
  • If the entity is inside the GUI
  • If the entity is touching lava
  • If the entity is touching water
  • If the entity is touching the ground
  • If the entity is riding another entity
  • If a cat/wolf/parrot is sitting
  • If a cat/ocelot is sneaking
  • If a living mob is jumping
  • If a cat/ocelot is sprinting
  • If a cat/wolf/parrot is tamed
  • If the entity is inside water/rain
  • If the player is right handed
  • If the entity is swimming
  • If the entity is gliding
  • The entity's maximum health
  • Constant value 3.1415926
  • The client players current world position
  • The entities current world position
  • Constant value true
  • Prevent first person hand animations
  • File names & Locations
  • Require base models for variation
  • Skip animating Iris shadow pass

In-game interface text.