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CurseForge · Minecraft mod

Craft-Animation

A reusable Forge animation library with JSON clips, keyframes, easing, and runtime controllers

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Quick answer

Which Craft-Animation release should I use?

Updated last month
beta file craftanimation-1.0.0e
Game version 26.1.2
Loader Forge

Craft-Animation craftanimation-1.0.0e targets 26.1.2 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is Craft-Animation required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Craft-Animation craftanimation-1.0.0e need?

craftanimation-1.0.0e. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Craft-Animation without breaking your instance.

Built for Craft-Animation craftanimation-1.0.0e. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use craftanimation-1.0.0e. It targets 26.1.2 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside craftanimation-1.0.0e. It opens that exact file at the source.

About this project

What does Craft-Animation add?

**Craft Animation**

Craft Animation is a reusable animation library for Forge mod development.

This is not a content mod that directly adds weapons, mobs, or gameplay systems on its own. Instead, it provides a shared animation foundation that other mods can use to load, play, sample, and apply animations in a consistent way. The goal is to support players, mobs, generic entities, blocks, block entities, items, and display-based render objects through one common runtime structure.

**Supported targets**

  • Players
  • Mobs
  • Generic entities
  • Blocks
  • Block entities
  • Items
  • Display-based render objects

**Included systems**

  • Shared animation target types
  • Keyframe-based clip structures
  • Easing support
  • Controllers for play, stop, loop, and playback speed
  • Runtime tracking for active animation subjects
  • JSON-based animation loading
  • Example animation resources

**Supported formats**
Craft Animation is designed around two main input paths:

  • A generic built-in JSON clip format
  • Emotecraft-style emote JSON loading

That means you can either author your own clip format directly or reuse existing player animation data structures as part of your pipeline.

**How to connect and use it in your mod**
This library is meant to be connected to your own renderer, model, or gameplay code. It does not automatically inject finished animations into every vanilla render path by itself. The normal workflow looks like this:

**1. Create an animation JSON file**
Example location:

assets/yourmod/animations/guardian\_idle.json  

You can use the built-in example file as a reference:

assets/craftanimation/animations/example\_idle.json  

**2. Load and register the clip**
Use AnimationLibrary through CraftAnimationApi.library().

AnimationClip clip = CraftAnimationApi.library().loadBuiltin(  
"assets/yourmod/animations/guardian\_idle.json",  
getClass().getClassLoader()  
);  

If the clip is already registered, you can fetch it later with:

AnimationClip clip = CraftAnimationApi.library().require("yourmod:guardian\_idle");  

**3. Create an animation subject key**
The runtime keeps separate animation state for each subject through AnimationSubjectKey.

Player example:

AnimationSubjectKey key = AnimationSubjectKey.player(  
level.dimension().location().toString(),  
player.getUUID()  
);  

Mob example:

AnimationSubjectKey key = AnimationSubjectKey.mob(  
level.dimension().location().toString(),  
mob.getUUID()  
);  

Block entity example:

AnimationSubjectKey key = AnimationSubjectKey.blockEntity(  
level.dimension().location().toString(),  
pos.getX(), pos.getY(), pos.getZ()  
);  

**4. Start playback**

CraftAnimationApi.runtime().play(key, clip);  

You can also access the controller directly and change playback speed:

CraftAnimationApi.runtime().controller(key).setSpeed(1.25F);  

**5. Advance the animation every tick**

CraftAnimationApi.runtime().tick(key, deltaTicks);  

Or update every active controller at once:

CraftAnimationApi.runtime().tickAll(deltaTicks);  

**6. Sample the current pose**

AnimationPose pose = CraftAnimationApi.runtime().sample(key);  

The sampled AnimationPose is what you apply inside your own player renderer, entity model, block entity renderer, custom item renderer, or display rendering logic.

In short, the normal usage flow is:

  • Load a clip
  • Create a subject key
  • Play the clip
  • Tick the runtime
  • Sample the pose
  • Apply the pose in your render/model code

**Typical use cases**

  • Player idle stances while holding custom weapons
  • Mob idle, walk, or attack poses
  • Boss or scripted entity animation playback
  • Block entity machine or structure motion
  • Display-based cinematic timelines and visual effects

**Notes**

  • This mod is primarily a developer-facing library.
  • Installing it by itself will not add major gameplay content.
  • Final visual animation results still depend on how the consuming mod applies sampled poses to its renderer or model layer.
  • The runtime is shared, but the final implementation path is different for players, entities, blocks, and custom render systems.

**Intended users**

  • Forge mod developers
  • Projects that need a reusable data-driven animation system
  • Multi-version mod environments that want to keep one common animation architecture

Project description from CurseForge.

Pick your setup

Craft-Animation by Minecraft version and loader

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5 available setups

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Recent files

Craft-Animation versions and loaders

5 of 5 releases match

Looking for an older file? The official CurseForge project page is in Resources.