Tags
Animated Java gives every entity in a rig a set of tags, so you can target exactly the part of a rig you want with a selector.
How Names Become Tags
Tags start with either aj.global (shared by every rig from every Blueprint) or your Blueprint ID. In tags, the : and / in your Blueprint ID become ., so my_pack:boss/dragon becomes my_pack.boss.dragon.
Node names are their exported names: lowercase, with anything other than letters, digits, and underscores turned into _.
Root Entity
Every rig’s root entity has:
aj.global.entityaj.global.root<blueprint_id>.entity<blueprint_id>.root- your Custom Rig Entity Tags
Every Node
Every entity a node creates (bones, displays, Locators, Cameras, and Interactions) has:
aj.global.entityaj.global.nodeaj.global.node.<name><blueprint_id>.entity<blueprint_id>.node<blueprint_id>.node.<name>- your Custom Rig Entity Tags
Node Types
<type> is one of bone, item_display, block_display, text_display, locator, camera, or interaction. Each node has:
aj.global.<type>: every node of this type, from any Blueprint.<blueprint_id>.<type>: every node of this type in this Blueprint.<blueprint_id>.<type>.<name>: one specific node.
Bones, Item Displays, Block Displays, and Text Displays also have:
aj.global.display_node.<name><blueprint_id>.display_node.<name>
Hierarchy
These tags describe where a node sits under a bone. In each of them, <bone> is the name of a parent bone, and every tag exists in an aj.global.bone.<bone>... and a <blueprint_id>.bone.<bone>... form.
Children
On every node directly inside <bone>:
<blueprint_id>.bone.<bone>.child<blueprint_id>.bone.<bone>.child.<type>
Descendants
On every node anywhere inside <bone>, at any depth:
<blueprint_id>.bone.<bone>.decendant<blueprint_id>.bone.<bone>.decendant.<type>
Trees
<bone> and everything inside it:
<blueprint_id>.bone.<bone>.tree: the bone and every node inside it.<blueprint_id>.bone.<bone>.tree.bone: the bone and every bone inside it.
Root Children
Nodes that aren’t inside any bone have:
aj.global.root.childaj.global.root.child.<type>
State Tags
Root entities also get these while the rig runs:
<blueprint_id>.animation.<animation>.playing: the animation is playing.
Animated Java also uses a few internal tags. Don’t add or remove these yourself:
aj.new: on entities that are still being summoned.aj.transforms_only: while a frame is set without running its keyframe effects.aj.pause_after_tween: set bytween_paused.aj.interacting_player: on a player while an Interaction runs its On-Interact or On-Attack function.aj.outdated_rig_text_display: on the warning label shown above outdated rigs in debug exports.
Selector Examples
Recommendations
- Use
<blueprint_id>...tags in your own logic.aj.global...tags match every rig from every Blueprint. - Use hierarchy tags for partial-rig effects, like making only the arms glow.