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Merge branch 'main' into experimental
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README.md

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<p align="center"><img src="https://user-images.githubusercontent.com/48780301/147949112-1929eeeb-e8e6-412d-886e-5b3d6615886f.png" width="256" alt="Animated Java Logo"></img></p>
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<h1 align="center">Animated Java<br>
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<a href="https://discord.gg/jFgY4PXZfp"><img src="https://img.shields.io/discord/785339959518953482?color=5865f2&label=Discord&style=flat" alt="Discord"></a>
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<a href="https://www.patreon.com/animatedjava"><img src="https://img.shields.io/badge/Supporters-1-ff5733" alt="Patreon"></a>
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</h1>
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Welcome to Animated Java, A tool for mapmakers to create smooth, and detailed animations for Minecraft Java Edition.

src/exporters/vanillaAnimation.ts

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return { pos, rot } as aj.AnimationFrameBone
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}
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function generateBoneTrees() {
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function generateBoneTrees(boneObject: aj.BoneObject) {
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const animationTree = generateTree(animation.frames)
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if (animationTree.type === 'leaf')
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throw new Error(
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`Invalid top-level TreeLeaf for animation ${animation.name}`
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)
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const boneTrees = Object.fromEntries(
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Object.keys(bones).map((v) => [
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Object.keys(boneObject).map((v) => [
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v,
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{
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root: { v: '', trimmed: false },
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])
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)
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for (const boneName of Object.keys(bones)) {
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for (const boneName of Object.keys(boneObject)) {
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interface TreeReturn {
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v: string
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trimmed: boolean
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return boneTrees
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}
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const boneTrees = generateBoneTrees()
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const boneTrees = generateBoneTrees(bones)
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console.groupCollapsed('Bone Tree')
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console.log(boneTrees)
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console.groupEnd()

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