Carrot's Blockbench Animation Guide

Carrot's Blockbench Animation Guide


Animation Explained

Work In Progress

What is an animation?

Animation in simple terms is the act of bringing a still image or model to life through various means in which we will be discussing throughout this guide.

Basics

You’ll be starting off with clicking on the Animate tab.

Once you reach this screen you might see some animations already like this: ground_idle animation.lunaris.ground_i or it might just be blank.

If it’s blank, you’ll want to click the [+] icon ANIMATIONS which will give you this screen: (You can add an image here later)

This screen you will name the animation, usually along the lines of: animation.(pokemonname).ground_idle or some other form of animation, but that’s the format you need and click Confirm.

- Please note: animation names need to be lowercase!

You will want to make sure that you do the basic animations which are: ground_idle | air_idle | water_idle | ground_walk | water_swim | air_fly | blink

When you are done with your animations, you will click the [Save] icon which will save the animations as a json file, please make sure it’s named appropriately such as (geodude.animation)

To begin animating please look at: Key Frames & Molang for the different styles of animation and examples!


What are Pivot Points?

Pivot points are in simplest terms an anchor for rotation and movement.

Pivot points are a BIG part of how animations will turn out, because while yes you can keyframe, using Molang with incorrect pivot points will result in a disastrous abomination.

I’ll give some examples of how pivot points should be set up.

NOT ALL pivot points will be the same.

Examples:

  • Snake/Serpent pivots will be like tails.
  • Humanoid pivots you just have to think of yourself in front of a mirror… How do YOU move.
  • Obscure/Custom Shaped pokemon just play with the pivots and rotate the arms in multiple directions until it looks smooth.

Note: If you need assistance with pivots, please DM me (Carrot) or DragonKid.

Examples of correct and incorrect pivot placements in tails. (You can add an image here later)

In order to change the pivot points, you can either press P or you can click the target icon. (You- can add an image here later)

Pivot points are supposed to be done by the modelers, but 99% of the time, the pivot will be incorrectly placed, Cobblemon themselves have this issue as well.

Note: Please report ALL incorrect pivot points to me (Carrot)


Key Frames

Work In Progress

Key Frames

Generally speaking, you’ll be using key frames in walking, faint, blink, and any other custom animation you’re looking to add.

Note: There ARE exceptions to this! Please see: Molang

When animating with key frames, if you’re trying to loop an animation, please make sure to copy the first frame and paste it to the end of the timeline.

There are times when this won't work, don't fret, just DM Carrot for assistance!

Example of beginning and end below: (You can add an image here later)

Note: You CAN mix and match interpolations! ⬆

³ Exceptions:

  • You cannot have Molang side by side with Smooth key frames.
  • Your Molang cannot be Smooth interpolation.

To get started with key frames you will click a group/bone on the model, and then you will click the [+] icon on the timeline. This will create a linear keyframe which you can tell by the diamond shape.

In order to switch between interpolations, you will right click on the key frames that you want changed, and then you will click interpolations, and select which one you’d like: (You can add an image here later)

Note: You can select multiple keyframes by holding left click and selecting multiple key frames.

Linear Key Frames

Linear key frames are noted by the distinct diamond shape.

Below is an example of a linear key framed physical attack animation! - (You can add an image here later)

As you can see it’s not exactly smooth, most linear key framed animations will seem a bit chunky! You can manipulate the key frames in the right positions to seem smooth, but it will never be truly seamless.

Note: Sometimes it's preferred to use Linear over other interpolations!

This is what the animation above looks like on the timeline, it’s relatively neat looking, but it can get quite messy! (You can add an image here later)

Smooth Key Frames

Smooth key frames are noted by the distinct circular shape.

Step Key Frames

Step key frames are noted by the distinct play button shape.