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/animate

The /animate command brings full custom animation control into Minecraft. It lets you create animations for any entity in Blockbench, then play them directly in-game through commands.

Animations support the full range of MoLang expressions, interpolation curves, and smoothing options, giving you precise control over movement and timing. You can also leverage all of Minecraft’s vanilla animations alongside your custom ones.

In practice, these animations work much like emotes—you can trigger them at will, assign them to entities, or layer them into your projects to add personality, style, and polish to gameplay experiences.

Target <Entity>

This selector lets you select any type of entity to be effected by this command

This supports Selector data, Usernames, and UUID's of both entities and players.

Options

This lets you edit the current or lack of animations on the currently selected entity

Option

Select an option for a description.

Interpolation

When playing an animation, you can interpolate between the previous state and the new state by adding extra features at the end of a play command.

Interpolation: This is the number of ticks that it will take to swap from the current state to the new one. If another animation is playing it will blend the two animations together over those set amount of ticks. For more advanced animations its recommended for smaller transition periods as it can get a bit messy.

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Smooth: This lets you set if smoothing will be applied to the interpolation transition. Selecting false will provide a linear transition, while selecting true will provide a more eased transition between the two states.

/animate <target> [option] animation <speed> <interpolation> <smooth>

Syntax:

/animate @n[type=pig] play fornite_dance 1 20 true

/animate @n[type=pig] play epicEmote

/animate @s play stop

Examples:
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