2024-12-10 17:50:04|Myriagame |source:minecraft skins
The configuration file is the BetteranimationScollection-client.toml file under the config folder
content:
[General] (General Configuration)
#A very subtle animation, makes a picked move when it oinks.
#IT only moves up and double so slightely, but it is there.
#AND DON'TE You Forget About the Floaty Ears! Pretty Big for Such a Small Animal.
#A very subtle animation -the pigs moved up and down when they humped -very subtle, just as the embellishment of a cute pig.
"Oinky pig" = true
#This One Makes The Knees of Zombie-Like and Piglin-Like Mobs Bend Walk Around Around.
#Looks Pretty Fluid and Nice. You'll like it, true me.
#The knee joints of zombies, pig spirits and similar creatures will bend when walking
"Bending Humanoid Knees" = TRUE
#This One Makes Chicken Beaks Open and CLOSE When THEY CLACK.
#When the strut their heads move back and forth, the red things under their beak swings design and their wings flap a little.
#When the chicken giggles, the beak moved; when the chicken moved, his Hu (chicken chin's meat was hanging) shaking, and his wings were light.
"Bucka Bucka Chicken" = true
#This One Makes Llamas Open Their Mouth When Spitting.
#Make the alpaca open their mouths when they spit.
"Spitful llama" = true
#A TRULY Stunning Visual Addition. Spiders Now Finally Have the Knees they've Always Dreamed of.
#shock!Spiders have gained the joints they dreamed of.
"Spider knees" = true
#Gives a Jellyfish-Like Effect to the Swimming Animation of Squids.
#ALSO MAKES their TENTACLES Flow More While Moving.
#Make the tentacles of the tentacles when the squid moves.
"Squiggly Squid Tentacles" = TRUE
#A please visual Change; this makes the insides of slice, lip Liquid.
#They Splish-Splosh About Even more when they jump. Eyes, the mouth, and the core itme all move indendently.
#Slime's interior looks more like liquid.When it beating, its eyes, mouth and kernel are shaking together.
"Jiggly liquidy slime" = true
#Remember that one very popular "tnt" music video by CaptainSparklez with the really Cute Wobbly Creeper? #Well, it was in the full thing, then deal, exactly like the video.
#Remember the lovely swing bitterness in Captainsparklez's PV "TNT"?Hmm, now it is in your game, all, just like that video.
"Wobbly creeper" = true
#This Makes The Udders on COWS WOBBLE AROUND When then Walk.
#Also Makes their Udders have nipples.
#Shakes.In addition, the nipples were added to the milk.
"Wobbly cool udder" = true
#Changes Wolf Tails to be Fluffier and Flowier, Wagging Realistical WHILE They Stand and Run.
#ALso Makes Tamed Wolves Lie Download of Sitting. Hold Up Some Meat and They'll Roll Over, too.
#The more fluffy dog tail, shake it if it is true.In addition, the tamed wolf no longer sit down, but will lie down and give them some meat and they will be happy to turn over.
"Playful Doggy" = TRUE
#This one is pretty kneat. It makes sheep actually bend down to earSs.
#It's no Longer just their head logering, their who body lowers down to get a sample of that Suculend Celllose.
#DID You Notice their Knees Bend too when they knel?
#When sheep eat grass, they are flexed in front of the body to be enough for those juicy cellulose.(Their knees are also bent at the same time)
"Kneleing sheep" = true
#IF An Enderman is Angry IT Will Wave its Arms Arior Wildly While CHASING ITS TARGET.
#SUITS Their Twisted Nature Very Well.
#The furious last filmmaker waved their arms wildly when they chased their prey, just like their twisted nature.
"ARM FLAILING ENDERMAN" = TRUE
#Takes away the stick tails of the Current Cats and GIVES them Something Nicer Instead.
#Fully Animated Flowing THAT WHILE WHILE They Stand Or Run, and Even CURL Around their Bodies wheres.
#The more soft cat tail, they can even wrap their bodies with their tails when they sit down.
"Curly Cat Tail" = TRUE
#This Makes A Snowman's Arm Swing When it Throws A Snowball.
#Will wave their upper limbs when they lose the snowball.
"Animated snow man stick" = true
#DIVIDES GHAST TENTACLES Into Parts and Makes Them Wiggle Realistics, Like Those Tentacle Monsters You AlwayS SEE MOVIES.#Makes them a little s Cary, but ultimately nicer to look at.
#The tentacles of the evil soul are divided into multiple paragraphs and swinging to the tentacles of film and television works.This makes them look a bit terrible but acceptable.
"Wiggly ghast testacles" = true
#A Collection of Small Animations for the Player.
#A series of small animations for players.
"Animated Player" = TRUE
#Takes away the stick tails of the current overs and gives them something nicer install.
#Fully Animated Flowing THAT WHILE While they Stand or Run.
#Give the leopard cat a more soft tail.
"Flowy Ocelot Tail" = TRUE
#Adds a CUSTOM Deh Animation to Magma Cubes, Which Capes Their Bodies to Form into a Pile of Steamy, Delicious Hamburger Patties when they die.
#UnFortunately, You can'T eat the thatm because they're way too hot.
#When the body is dead, the body will become a hot and hot delicious hamburger beef cake (should be a metaphor).Unfortunately, these meat pieces are too hot to enter the entrance.
"Magma Cube Burger" = true
#A subdle Change; This Makes Iron Golems Wiggle Their Big Noses Whenever THEY'RE HURT.
#Exactly the saying as for villagers, Except for Iron Golems!
#'S nose will swing when injured (not just iron puppets, the villagers also have the same animation!)
"Wiggly Iron Golem Nose" = true
#A subdle Change; This Makes Villagers Wiggle Their Big Noses When Make their Iconic Sound.
#It's a small change, but who doesm't get a kick out of it?
#The villagers will throw their big nose while making their annoying sound.This is just a small change, but who will not be happy because of this?
"Wiggly villager nose" = true
#Makes horses more lively agin, just like they used to be in the older versions.
#Does this by adding back their mod and knees while staying true to the vanilla model style.
#Add mouth and knees to the horse, so that they returned to the old version of the vivid.
"Familia horse" = true
[oinky_pig] (detailed configuration for Oinky_pig animation)
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Add the list of pigs you do not want to apply oniky_pig animation below.
"Mob blacklist" = []
#Mob Sounds to play a unique animation for.
#USEFUL for Adding Support for Modded Mob Variants Which Have Different Sounds FROM THEIR VANILLA COUNTERPARTS.
#Format for every entry is "
#.
"Mob sounds" = ["minecraft: entity.pig.ambient"]]
#Fancy Ears for pigs, just like piglins have them.
#Is just like the pork spirit.
"Floaty Ears" = TRUE
#Animation SWING SPEED for Ear Floatiness.
#Range: 1 ~ 20
#(Allowable value 1 ~ 20)
"Ear Animation Speed" = 10
[BENDING_HUMANOID_KNEES]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below you do not want to apply the list of biological variants of BENDING_HUMANOID_KNEES animation.
"Mob blacklist" = []
[Bucka_bucka_chicken]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below adding a list of biological variants you do not want to apply Bucka_bucka_chicken animation.
"Mob blacklist" = []
#Mob Sounds to play a unique animation for.
#USEFUL for Adding Support for Modded Mob Variants Which Have Different Sounds FROM THEIR VANILLA COUNTERPARTS.
#Format for every entry is "
"Mob sounds" = ["minecraft: entity.chicken.ambient"]
#Make Bill a Lot Slimmer so chickens look less like ducks.
#This option will only change after the game have been restarted.
#Make the chicken beak more slim, just like a duck.(Applicable only after the game is restarted)
"Slim Bill" = TRUE
#Move Head Back and Forth When Chicken is Walking.
#Make the chicken swaying back and forth when walking.
"Move head" = true
#Wiggle Chin When Chicken is Walking.
#Make the chicken shaking the mandibular meat when walking
"Wiggle watch" = true
#Flap Wings When Chicken is Walking.
#Make the chicken with wings when walking
"Flap Wings" = TRUE
#Animation SWING SPEED for Head Movement.
#The speed of head swing (allowable value 1 ~ 20)
#Range: 1 ~ 20
"Head animation speed" = 4
#Animation SWING Speed for Watters Movement.
#(Allowable value 1 ~ 20)
#Range: 1 ~ 20
"Wattles Animation Speed" = 5
#Animation SWING SPEED of Wing Flapping.
#The speed of crawling wings (allowable value 1 ~ 20)
#Range: 1 ~ 20
"Wing Animation Speed" = 3
[spitful_llama]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below you add a list of biological variants you do not want to apply spitful_llama animation.
"Mob blacklist" = []
#Mob Sounds to play a unique animation for.
#USEFUL for Adding Support for Modded Mob Variants Which Have Different Sounds FROM THEIR VANILLA COUNTERPARTS.
#Format for every entry is "
#Below you want to apply the sound list of the spitful_llama animation.
"Mobile" = ["Minecraft: Entity.llama.spit"] [spider_knees] (meticulous configuration for Spider_knees animation)
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below adding a list of biological variants you do not want to apply spider_knees animation.
"Mob blacklist" = []
[Squiggly_squid_Tentacles]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Add below you don't want to apply Squiggly_squid_Tentacles Animation List.
"Mob blacklist" = []
#Define Langth for Tentacles.
#This option will only change after the game have been restarted.
#(Only after the game is restarted) (allowed value 1 ~ 8)
#Range: 1 ~ 8
"Tentacles length" = 8
[jiggly_liquidy_slime]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Add below you don't want to apply jiggly_liquidy_slime animation biological variation list.
"Mob blacklist" = []
#Animation SWING SPEED of Inner Slime Parts.
#Slime kernel shaking rate (allowable value 1 ~ 20)
#Range: 1 ~ 20
"Animation Speed" = 5
[wobbly_creeper]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below adding a list of biological variants you do not want to apply wobbly_creeper animation.
"Mob blacklist" = []
#Different Directional Behavio Modes for the Walking Animation.
#Placing head direction, the allowable value is SIDE, FRONT, CIRCLE, RANDOM.) #Allowed value: size, front, city
"WoBble Direction" = "SIDE"
[wobbly_cow_udder]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below you do not want to apply the biological variant list of WobBLY_COW_UDDER animation.
"Mob blacklist" = []
#Animation SWING SPEED of Utter when they are walking.
#This option will only change after the game have been restarted.
#The swing speed of the cow's milk (allowed value 1 ~ 20)
#Range: 1 ~ 20
"Animation Speed" = 5
#Render Tiny Nipples on a Cow's Utter.
#Whether to render nipples
"Show nipples" = true
#Should Calves Show An Utter.
#Whether the calf should have breasts
"CALF UTTER" = FALSE
[Playful_doggy] (detailed configuration for PlayFul_doggy animation)
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below you do not want to apply the biological variant list of biological variants that plays Playful_doggy animation.
"Mob blacklist" = []
#Define Tail LENGTH.
#This option will only change after the game have been restarted.
#(Only after the game is restarted) (allowed value 1 ~ 7)
#Range: 1 ~ 7
"Tail length" = 7
#Make Wolf Tail Fluffy.
#This option will only change after the game have been restarted.
#(Only after the game is restarted) (allowable value 1 ~ 20)
"Fluffy tail" = true
#Animation SWING SPEED for TAIL.
#The tail swing speed (allowable value 1 ~ 20)
#Range: 1 ~ 20
"Animation Speed" = 5
#Pose and Behaviour when sitting.
#By Default Makes Wolves Lie Down Instead, and Roll Over WHEN A Nearbyer Is Holding A Piece Meat.
#To replace the action of sitting down, the allowable value is default, LIE_DOWN, ROLL_OVER, LIE_DOWN_AND_BEG_MEAT, the significance is default (default), LIE_DOWN (rolling), LOLL_OVER (rolling), LOLL_OVER (rolling), LOLL_OVER. IE_DOWN_AND_BEG_FOR_MEAT (lying downTurn over when the player is holding the meat) #Allowed Values: DEFAULT, LIE_DOWN, ROLL_OVER, LIE_DOWN_BEG_FOR_MEAT
"Sitting behaviour" = "lie_down_and_beg_FOR_MEAT"
[Kneeling_sheep] (detailed configuration for Kneleing_sheeps animation)
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below you do not want to apply the biological variant list of kneleing_sheep animation.
"Mob blacklist" = []
[ARM_FLAILING_ENERMAN]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below you do not want to apply the biological variant list of ARM_FLAILING_ENDERMAN animation.
"Mob blacklist" = []
#Animation SWING SPEED for Arms.
#The arm swing speed (allowable value 1 ~ 20)
#Range: 1 ~ 20
"Animation Speed" = 5
[Curly_cat_tail]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below adding a list of bio -variants you do not want to apply Curly_cat_tail animation.
"Mob blacklist" = []
#Define Tail LENGTH.
#This option will only change after the game have been restarted.
#(Only after the game is restarted) (allowed value 1 ~ 15)
#Range: 1 ~ 15
"Tail length" = 15
#Animation SWING SPEED for TAIL.
#The tail swing speed (allowable value 1 ~ 20)
#Range: 1 ~ 20
"Animation Speed" = 7
[Animated_snow_man_stick]
#Mob Variants the Model Changes Shouldn't be appliced to.#Format for every entry is "
#Below you do not want to apply the list of biological variants for Animated_snow_man_Stick.
"Mob blacklist" = []
#Mob Sounds to play a unique animation for.
#USEFUL for Adding Support for Modded Mob Variants Which Have Different Sounds FROM THEIR VANILLA COUNTERPARTS.
#Format for every entry is "
#Below you want to apply the sound list of Animated_SNow_Man_STICK animation.
"Mob sounds" = ["minecraft: entity.snow_golem.shoot"]]
[wiggly_ghast_tenTacles]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below you do not want to apply the biological variant list of Wiggly_ghast_Tentacles animation.
"Mob blacklist" = []
#Define the max length of testacles.
#This option will only change after the game have been restarted.
#The maximum length of the tentacles (after the game is restarted) (the allowable value 2 ~ 14)
#Range: 2 ~ 14
"Max Tentacles Length" = 14
#Animation SWING Speed of Tentacles.
#(Allowable value 1 ~ 20)
#Range: 1 ~ 20
"Animation Speed" = 5
[Animated_player] (meticulous configuration for Animated_player animation)
#Animate Eating in Third-Person View.
#Eating animation under the perspective of a third party
"Eating Animation" = TRUE
#The Player's Arms Actually Move When Rowing in a Boat.
#Pripping action animation
"Rowing animation" = true
#Make The Player Hold on to a Horse's Reins.
#Animation with reins when riding horses
"Riding animation" = true
#Unique items the player should take a closer look at when holding.
#(As follows, only includes only compass and clock) in the animation "INSPECTable items" = ["Minecraft: Compass", "Minecraft: Clock"]]
[Flowy_ocelot_tail]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below you do not want to apply the list of biological variants of Flowy_ocelot_tail animation.
"Mob blacklist" = []
#Define Tail LENGTH.
#This option will only change after the game have been restarted.
#The default tentacle length (after the game is restarted) (allowed to take effect only after the game restarts) (allowed value 1 ~ 15)
#Range: 1 ~ 15
"Tail length" = 15
#Animation SWING SPEED for TAIL.
#(Allowable value 1 ~ 20)
#Range: 1 ~ 20
"Animation Speed" = 7
[Magma_cube_Burger]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Add the list of biological variants you do not want to apply Magma_cube_burger animation.
"Mob blacklist" = []
[sound_detection]
#Block Range for Sound Detection System to look for a mobile made a certain sound on the server, so the client may play an angle.
#, The sound within this distance will have supporting animations.(Allowable value 0.5 ~ 8.0)
#Range: 0.5 ~ 8.0
"Sound Detection Range" = 1.5
[wiggly_iron_golem_nose]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Add below you don't want to apply the list of biological variants of Wiggly_ioron_Golem_nose animation.
"Mob blacklist" = []
[wiggly_villager_nose]
#Mob Variants the Model Changes Shouldn't be appliced to.#Format for every entry is "
#Below you do not want to apply the biological variant list of Wiggly_villager_nose animation.
"Mob blacklist" = []
#Mob Sounds to play a unique animation for.
#USEFUL for Adding Support for Modded Mob Variants Which Have Different Sounds FROM THEIR VANILLA COUNTERPARTS.
#Format for every entry is "
#Add below you want to apply the sound list of wiggly_villager_nose animation.
"Mob sounds" = ["minecraft: Entity.villager.Ambient", "Minecraft: Entity.villager.trade", "Minecraft: Entity.wandering_trader.Ambient", "Minecraft" ft: Entity.wandering_trader.trade "]]
[FAMILIAR_HORSE]
#Mob Variants the Model Changes Shouldn't be applied to.
#Format for every entry is "
#Below you do not want to apply a list of bio -variants you do not want to apply Familiar_horse animation.
"Mob blacklist" = []
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