Molang expression builder

Resource packs

Animate bones using time or movementLearn more

Build a sinusoidal Molang animation for Bedrock. Choose a bone, axis, amplitude, frequency, phase and movement source, then export animation.json and the entity integration snippet.

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Configure your result

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Result

Example · Settings by default

Tak выглядит Archvile with настройками Shapes literally. Поменяйте them and press "Build and preview» — Here появится ваш.

  • Connect alias and scripts.animate from the lient-entity.fragment.json to your client definition of substance. The name of the bone should match geometry.
  • Synus Molang uses degrees. The frequency for time is set in cycles per second, for motion in cycles per modified_distribution_model.
What's inside the archive - 1 file

README.txt

Minecraft Bedrock 1.21.90+. Импортируйте .mcpack и включите пакет у копии мира.

Подключите alias и scripts.animate из client-entity.fragment.json к своему клиентскому определению сущности. Имя кости должно совпасть с геометрией.
Синус Molang использует градусы. Частота для времени задаётся в циклах в секунду, для движения — в циклах на единицу modified_distance_moved.
Download Example ZIP

How to use the result

  1. Give the name of the bone of your geometry and the parameters of the oscillation.

    Import the resource pack, then add alias and scripts.animate from the fragment to the lient identity of your addon.

What to know

  • Set the name of your geometry and vibration parameters. Import the resource pack, then add alias and scripts.animate from the fragment to your addon's client entity.
  • Molang calculates sine in degrees. Source — query.life_time or query.modified_distance_moved; phase and constant rotation are also specified in degrees.
  • The pack does not replace entities automatically. Bone names and the client entity definition must match your add-on. This generator handles one animation axis and does not interpret arbitrary Molang.

Documentation and source data

Frequently asked questions

How to create a bone shake using Molang?

Build a sinusoidal Molang animation for Bedrock. Choose a bone, axis, amplitude, frequency, phase and movement source, then export animation.json and the entity integration snippet.

How to enable a generated Molang animation?

Set the name of your geometry and vibration parameters. Import the resource pack, then add alias and scripts.animate from the fragment to your addon's client entity.

Does the generator automatically replace a client entity using Molang?

The pack does not replace entities automatically. Bone names and the client entity definition must match your add-on. This generator handles one animation axis and does not interpret arbitrary Molang.