
Animorph | Server
Morph into a custom model, play emotes, and configure them to your liking.
- Загрузки
- 637
- Подписчики
- 2
- Обновлён
- 16 апреля 2026 г.
- Лицензия
- All-Rights-Reserved
Опубликован 24 декабря 2025 г.
Animorph
Forget about conventional player models. With this plugin you can manage in a much more complete way the model each player has, the emotes they can perform, and many other things.
Models
Models are registered directly from the server. Each one has different options to customize as much as possible:
- Configurable animation controllers
- Layer system for additional textures
- Custom textures per model
- First person configuration
Adaptive hitbox per model(soon)
The server takes care of sending models to clients automatically, without each player having to download anything manually.
Animations
The animation system is based on Bedrock Edition architecture:
- Animation Controllers with states and transitions
- Molang Queries to evaluate conditions and mathematical expressions at runtime
- Support for multiple controllers running at once
- Smooth transitions between animations with configurable blend
Emotes
Emotes bring your models to life. They are synchronized across all players on the server: if someone starts an emote, everyone else sees it at the exact moment.
Emotecraft Compatibility
The plugin can load Emotecraft animations (.emotecraft) and use them as emotes. However, compatibility is not 100% complete, so some animations may not play correctly.
Synchronization
Both models and emotes are automatically synchronized for every player that enters the field of view of someone with a custom model or playing an emote.
Compatibility with other plugins
If you need integration with other plugins like PlaceholderAPI to detect a player's current model or emote, ConditionalEvents to assign models through actions, or others, feel free to ask.
Important
This plugin works without issues on the server, but players need to have the Animorph mod installed on their client to visualize models and emotes.
Ченджлог
1.0.8Релиз26.1, 26.1.1, 26.1.2 · 16 апреля 2026 г.
- Fixed an issue where hiding bones in a full-body model layer to hide parts of the base model did not work.
- Removed an unnecessary log.
- Fixed an issue that prevented the fly animation in the simple_pose and extended_pose controllers from starting.
- More controllers and more states have been added to the extended_pose controller (more info on the wiki).
- The way animation controllers are registered in a model’s settings has been changed.
- Settings have been added for the animation controller where you can modify the transition time for the controller or for each individual animation state (these are known as animation transitions).
1.0.8Релиз26.1, 26.1.1, 26.1.2 · 16 апреля 2026 г.
- Fixed an issue where hiding bones in a full-body model layer to hide parts of the base model did not work.
- Removed an unnecessary log.
- Fixed an issue that prevented the fly animation in the simple_pose and extended_pose controllers from starting.
- More controllers and more states have been added to the extended_pose controller (more info on the wiki).
- The way animation controllers are registered in a model’s settings has been changed.
- Settings have been added for the animation controller where you can modify the transition time for the controller or for each individual animation state (these are known as animation transitions).
1.0.5Релиз1.21.11, 26.1, 26.1.1 · 1 апреля 2026 г.
Arreglos
Las animaciones de sostener x item en los brazos con el controlador individual de cada brazo no funcionaba.
Las animaciones de sostener x item solo leían el item id en lugar de leer también el namespace (soporte para items de mods).
Los layers de modelo que tenían la misma estructura del modelo se renderizaban completo en la mano en lugar de ponerse encima de los huesos iguales.
Mejoras / Agregados
Ahora los emotes se registran con 2 nombres, el namespace que sería el nombre del archivo .yml que contiene las propiedades + el nombre de la animación dentro del archivo por lo que si quieres importar varios emotes que están en un mismo archivo los detectará automáticamente y no debes crear 1 archivo por cada emote! asi mismo puedes agregar propiedades a cada emote dentro del mismo archivo .yml.
Puedes reproducir varios emotes de layers en conjunto de un emote de modelo.
Los layers de modelo ahora cuentan con animaciones, controlador de animaciones y emotes.
Los layers de modelo ahora soportan multiples texturas anclando un layer de textura a este mismo.
Los layers de modelo y textura ahora pueden ocultar los huesos a los que no deben ser aplicados para un mayor control de multi texturas.
Se agrego soporte a los .mcmeta en las texturas y también a texturas animadas tanto en modelos como en layer de modelos.
Se agrego la opción de poder guardar modelos/animaciones/texturas directamente desde tu editor Blockbench solo con clicks sin necesidad de tocar carpetas del servidor.
API ya publica tanto para el servidor como para el cliente, más información en Wiki.
1.0.5Релиз1.21.11, 26.1, 26.1.1 · 1 апреля 2026 г.
Arreglos
Las animaciones de sostener x item en los brazos con el controlador individual de cada brazo no funcionaba.
Las animaciones de sostener x item solo leían el item id en lugar de leer también el namespace (soporte para items de mods).
Los layers de modelo que tenían la misma estructura del modelo se renderizaban completo en la mano en lugar de ponerse encima de los huesos iguales.
Mejoras / Agregados
Ahora los emotes se registran con 2 nombres, el namespace que sería el nombre del archivo .yml que contiene las propiedades + el nombre de la animación dentro del archivo por lo que si quieres importar varios emotes que están en un mismo archivo los detectará automáticamente y no debes crear 1 archivo por cada emote! asi mismo puedes agregar propiedades a cada emote dentro del mismo archivo .yml.
Puedes reproducir varios emotes de layers en conjunto de un emote de modelo.
Los layers de modelo ahora cuentan con animaciones, controlador de animaciones y emotes.
Los layers de modelo ahora soportan multiples texturas anclando un layer de textura a este mismo.
Los layers de modelo y textura ahora pueden ocultar los huesos a los que no deben ser aplicados para un mayor control de multi texturas.
Se agrego soporte a los .mcmeta en las texturas y también a texturas animadas tanto en modelos como en layer de modelos.
Se agrego la opción de poder guardar modelos/animaciones/texturas directamente desde tu editor Blockbench solo con clicks sin necesidad de tocar carpetas del servidor.
API ya publica tanto para el servidor como para el cliente, más información en Wiki.
1.0.4Релиз1.21.9, 1.21.10, 1.21.11 · 19 февраля 2026 г.
- Added 2 new animations for when the player swings with their left and right hands.
- Added options for the first-person model such as showing arms with custom animations, showing items on the arm, showing armor on the arms, showing the model, and hiding the model's bones.
- Added an option in the layers to be visible in first person.
- A new animation controller called “arms” has been added, which will allow both arms to be animated on certain occasions.
- Animations have been added for when you hold an item in your arms, poses, and arms in first person.
- A swing has been added for when you hold an item in your arms.
- The fall_flying pose animation has been added, which is when you are gliding with an elytra.
- Idle, walk, and sprint animations have been added to the extended pose for the flying animation.
- A problem with bob viewing has been fixed; it used to cancel all the time, but now bob viewing is only canceled when there is a camera animation.
- An option has been added to apply an offset to the position of the model in first person.
- Fixed an issue with text cubes; when mounted on an entity, they did not fit with the model.
- Fixed an issue with query.yaw; when mounted on an entity, it did not return correct calculations.
- Partially implemented the system for uploading models, animations, and textures using blockbench with a single click (not yet ready).
1.0.4Релиз1.21.9, 1.21.10, 1.21.11 · 19 февраля 2026 г.
- Added 2 new animations for when the player swings with their left and right hands.
- Added options for the first-person model such as showing arms with custom animations, showing items on the arm, showing armor on the arms, showing the model, and hiding the model's bones.
- Added an option in the layers to be visible in first person.
- A new animation controller called “arms” has been added, which will allow both arms to be animated on certain occasions.
- Animations have been added for when you hold an item in your arms, poses, and arms in first person.
- A swing has been added for when you hold an item in your arms.
- The fall_flying pose animation has been added, which is when you are gliding with an elytra.
- Idle, walk, and sprint animations have been added to the extended pose for the flying animation.
- A problem with bob viewing has been fixed; it used to cancel all the time, but now bob viewing is only canceled when there is a camera animation.
- An option has been added to apply an offset to the position of the model in first person.
- Fixed an issue with text cubes; when mounted on an entity, they did not fit with the model.
- Fixed an issue with query.yaw; when mounted on an entity, it did not return correct calculations.
- Partially implemented the system for uploading models, animations, and textures using blockbench with a single click (not yet ready).
1.0.3Релиз1.21.9, 1.21.10, 1.21.11 · 26 января 2026 г.
- Fixed an issue that caused PlaceholderAPI placeholders to only be parsed the first time in model texts.
1.0.3Релиз1.21.9, 1.21.10, 1.21.11 · 26 января 2026 г.
- Fixed an issue that caused PlaceholderAPI placeholders to only be parsed the first time in model texts.
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