AnimationManager
Plays a model's animations in two layers and mixes them into one pose per tick.
- Base layer: a locomotion machine (spawn, idle, walk, death) driven by TRANSITIONS, or a custom animation played with
blend=false, which takes the whole pose over while the machine keeps tracking idle and walk underneath. - Action layer: attacks,
damaged, and custom animations played withblend=true. An action replaces the bones it keys when its Blockbench Override is set and adds to them otherwise.
Requests can come from any thread; they are queued and applied on the model clock, which owns all state here.
Functions
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Whether only the idle or walk loop plays: no attack, custom animation, spawn or death.
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Whether the last render skipped the pose, which refreshPose then samples.
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Samples the pose the last render skipped, so the bones hold what they would have.