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Animation Rotation Locking, First-Person Limits, and Custom Angles in Not Enough Animations

guide

Not Enough Animations includes a rotation locking system that changes how a player's body follows their head, and the settings for it live in the mod's Not Enough Animations Settings screen. Rotation locking ties the direction of the body to the direction of the head, so the torso turns along with the camera instead of staying fixed. You select which style of locking is active, and you can restrict where it takes effect and who it affects.

Rotation Locking Modes

The Animation Rotation Locking option controls the rotation locking behaviour, and a related setting lets you choose the type of rotation locking to use. One of the available modes is called None. Choosing that mode opens up two angle controls:

  • Normal rotation lock angle — sets your standard body angle. This only has an effect while the mode is set to None.
  • Blocking rotation lock angle — sets the body angle used while blocking. Like the normal angle, it only works in None mode.

If you want the body to hold a specific angle rather than follow the head directly, the None mode combined with these two angle values is the way to configure it.

Limiting Locking to First Person

Limit Rotation Lock To FP narrows the effect so it applies only while you are in first person. With this enabled, the body-to-head locking is not used in other camera views. This is useful if the locked rotation looks wrong or distracting from an external perspective but you still want it while playing in first person.

Applying Locking to Other Players

By default the rotation lock is applied only to your own character. Apply Rotation Lock To Everyone extends the effect to all players rather than just you. Turn this on when you want every player's body to follow the same locking behaviour, not only your own.

Custom Bow Rotation Lock

Custom Bow Rotation Lock places the body at an angle while the custom bow animation is in use. This is separate from the general rotation locking mode and angle settings, and it works alongside the bow animation options.

Several other settings in the same screen change animations that interact with body and arm movement:

  • Animation Smoothing — softens arm and leg motion so it looks more natural and less jerky. A second control sets how much smoothing is applied.
  • Disable Leg Smoothing — turns off smoothing for the legs only.
  • Snap Body To Ladder — turns the body to face a ladder while you climb it.
  • Ladder Arm Amplifier — sets how much arm movement is applied while climbing a ladder, along with controls for the height and speed of the arms.
  • Hold Up Items — makes the player raise items as if examining or presenting them. Related controls cover the hold up target, the camera offset, how far the item is raised, where the item points, and the sideways arm offset in Camera mode. Hold Up Only Self restricts the effect to your own player and leaves other players unaffected.
  • Eat/Drink Animation, Boat Rowing Animation, Horse Riding Animation, Horse Riding Leg Animation, Item Swap Animation, Crawling Animation, Freezing Animation, Falling Animation (work in progress), Simple Hugging Animation, Tweak Elytra Flying, Bow Animation Fixes (which hides offhand items while drawing a bow), and Clamp Crossbow Animations each add or adjust a specific animation.

Two further options are marked as unfinished or deprecated: In-World Map Rendering, In-World Books (work in progress), and Scabbard Sword, which is deprecated and described as a visual effect only, with no awareness of your actual inventory.

Operating the Controls

Every action above is a toggle or a value you change in the Not Enough Animations Settings interface. Actions that can also be triggered during play are bound to the corresponding hotkey, which you set in the controls menu. No default key is assumed here; assign your own bindings for any action you want to fire without opening the settings screen.