Overview
Animated Java generates a set of functions for each animation defined in your Blueprint. All animation functions must be executed as the root entity of a rig instance.
Function Reference
All functions below live at <blueprint_id>/animations/<animation_name>/....
Replace <blueprint_id> and <animation_name> with your values. Functions must be executed as the root entity.
play
Starts playing the animation from frame 0. Does not affect other currently-playing animations.
execute as @e[tag=my_pack.my_rig.root] run function my_pack:my_rig/animations/walk/play play_exclusive
Pauses all other animations on this rig, then starts playing this animation from frame 0.
execute as @e[tag=my_pack.my_rig.root] run function my_pack:my_rig/animations/attack/play_exclusive stop
Pauses all animations and resets the rig back to its default pose.
execute as @e[tag=my_pack.my_rig.root] run function my_pack:my_rig/animations/walk/stop pause
Freezes the animation at its current frame.
execute as @e[tag=my_pack.my_rig.root] run function my_pack:my_rig/animations/walk/pause resume
Resumes the animation from the frame it was paused on.
execute as @e[tag=my_pack.my_rig.root] run function my_pack:my_rig/animations/walk/resume next_frame
Manually advances the animation by exactly one frame, handling loop wrapping internally. Useful for step-by-step control.
execute as @e[tag=my_pack.my_rig.root] run function my_pack:my_rig/animations/walk/next_frame set_frame
Seeks the animation to a specific frame without triggering keyframe effects (locator callbacks, variant keyframes, function keyframes). The pose is snapped instantly.
execute as @e[tag=my_pack.my_rig.root] run function my_pack:my_rig/animations/walk/set_frame {frame: 5} apply_frame
Seeks to a specific frame and triggers all keyframe effects for that frame.
execute as @e[tag=my_pack.my_rig.root] run function my_pack:my_rig/animations/walk/apply_frame {frame: 5} tween
Smoothly interpolates from the rig’s current pose into a specific frame of this animation over a given number of ticks. All currently-playing animations are paused during the tween.
execute as @e[tag=my_pack.my_rig.root] run function my_pack:my_rig/animations/walk/tween {duration: 10, to_frame: 0} duration— The number of ticks the transition takes.to_frame— The target animation frame to interpolate to.
pause_all
Pauses every animation on this rig simultaneously.
execute as @e[tag=my_pack.my_rig.root] run function my_pack:my_rig/animations/pause_all Keyframe Types
In addition to transform keyframes, animations support two special keyframe types in Blockbench’s Effects channel:
- Variant Keyframe — Applies a named variant at a specific frame. Add it in the Effects timeline and select the variant to apply.
- Function Keyframe — Runs an arbitrary MCfunction at a specific frame. The function is executed
asandatthe root entity.
Playing Multiple Animations Simultaneously
Since animations only update the bones in their modified_nodes set, you can play multiple animations at the same time — as long as they affect different bones.
# Play a walk cycle and an upper-body attack at the same time
execute as @e[tag=my_pack.my_rig.root] run function my_pack:my_rig/animations/walk/play
execute as @e[tag=my_pack.my_rig.root] run function my_pack:my_rig/animations/attack/play Configure which bones each animation controls using Excluded Nodes in Animation Properties.