OpenBagTwo / OpenBagTwo/LighterEnd
Improve Chorus Crab animations
Nobody has claimed this yet.
- Dominant language
- Java
- Stars
- 8
- Forks
- 6
- PR merge metrics
- No merged PRs in 30d
Description
Is your feature request related to a problem? Please describe.
The current Chorus Crab walking animation is... okay? Certainly not out-of-place in a game with the vanilla horse walking cycle. But I would like a better scuttle as well as some nice idle animations if not an attack move that swings the pincers
Describe the solution you'd like
The Crab model already (v0.3.0-beta1) has the necessary bones to support these animations, so it should just be a matter of coding the correct cycles (and, if necessary, implementing a custom RenderState instead of the current LivingEntityRenderState).
Describe alternatives you've considered
Leave as-is; switch to GeckoLib or a framework that makes this easier
Additional context
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the Chorus Crab model and its existing bones, then inspect how the current LivingEntityRenderState drives its walking animation. Determine whether a custom RenderState is needed for scuttling, idle animations, or a pincer attack. Done means the requested animation cycles work in-game without requiring GeckoLib.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- java
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100