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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:

Every Node

Every entity a node creates (bones, displays, Locators, Cameras, and Interactions) has:

  • aj.global.entity
  • aj.global.node
  • aj.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.child
  • aj.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 by tween_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.