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Version 11.1.0 - Updated the documentation to explain newly added features.
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docs/animations/creating_animations_from_scratch.md

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![](/img/animations/creating_animation_ready_move_animation.png)
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11. You can experiment with different interpolation modes. By default, Blender uses the Bézier interpolation. Mcblend does its best to export the animation correctly, however, Blender's Bézier interpolation is more powerful than Minecraft's smooth interpolation. If the result looks strange, try changing the interpolation mode to linear. This gives the most predictable results in Minecraft. You can access the interpolation mode menu by selecting a keyframe you want to change and right clicking in the `Dope Sheet` editor.
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![](/img/animations/creating_animation_changing_interpolation.png)
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## Managing animations using the NLA editor
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In this section, we will learn how to use the NLA editor to manage animations in Mcblend. This includes the ability to combine multiple actions into a single animation.

docs/animations/essential_concepts.md

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During the export process, the exported data for animations is not solely based on the NLA tracks. Mcblend exports the same animation that is visible in the 3D viewport during the preview, which can be affected by various factors such as constraints, inverse kinematics, and physics. This means that some bones in the model may not be animated in the NLA tracks, but they will be animated in the exported animation due to the influence of other factors that affect their movement. The keyframe times for the animations are based on the keyframe times in the NLA tracks, but not at the bone level. Essentially, if there is any keyframe at a certain time, Mcblend compares the pose of the entire model at that time to the pose of the model at the previous keyframe. If the pose is different for a given bone, Mcblend will add a keyframe for that bone to the exported animation. Any pose changes that occur between keyframes are not checked, which can lead to unexpected results, particularly when using physics, which often generates complex movement that requires many keyframes to be animated correctly.
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## Stepped, Linear, and Smooth Interpolation
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Minecraft supports three types of frames: stepped, linear, and smooth. Blender offers corresponding interpolation modes: constant, linear, and Bézier.
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Since Mcblend understands animations as a sequence of poses (as described in the previous section), understanding how Blender's interpolation modes affect the exported animation is crucial.
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Mcblend uses a simple rule - if it needs to add a keyframe for a bone at a certain time and that bone doesn't have a keyframe at that time, it will use the same interpolation mode as the most recent keyframe for that bone. If there is no previous keyframe, Mcblend will use linear interpolation.
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```{note}
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Example:
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![](/img/animations/essential_concepts_timeline.png)
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Let's say that in the image above, `bone_2` uses constant interpolation on frame 1. At frame 10 (marked "New Pose"), `bone_1` has a keyframe. If something moves `bone_2` between frames 1 and 10, Mcblend will export that movement as stepped interpolation because the most recent keyframe for `bone_2` was set to constant interpolation.
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```
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This behavior can cause unexpected results when using stepped or smooth interpolation. To ensure predictable animations, it's generally best to use linear interpolation unless a different mode is necessary.
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```{warning}
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Bézier interpolation in Blender does not exactly match smooth frames in Minecraft, which use a Catmull-Rom spline. For a similar effect in Blender's preview, use Bézier interpolation with "automatic" handle types.
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Note that the Bézier interpolation in Blender is the default. It's good to build a habit of changing it to linear for all keyframes when working with Mcblend.
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```
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## Frame 0
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In Mcblend, animations are based on comparing the poses of the model at different times. To do this, there must be a frame that defines the base pose of the model. This frame is frame 0 (it's 1 frame before the first frame and is technically not a part of the animation). Frame 0 has a special role in Mcblend and the model should be in its base pose during this frame. If it is not, the animations will not export properly. Frame 0 is also the frame used during the `Export Bedrock Model` operation.

docs/animations/physics_simulation.md

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![](/img/animations/physics_simulation_ravager_scale_keyframes.png)
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8. [Export the animation](/animations/exporting_animations) using the knowledge from previous tutorials.
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8. For better results, before exporting select all the keyframes and change the interpolation mode to `Linear`. You can access the interpolation mode menu by right clicking in the `Dope Sheet` editor.
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9. [Export the animation](/animations/exporting_animations) using the knowledge from previous tutorials.
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![](/img/animations/physics_simulation_export_animation.png)
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docs/conf.py

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project = 'mcblend'
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copyright = '2022, Nusiq'
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author = 'Nusiq'
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release = '11.0.1'
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release = '11.1.0'
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# -- General configuration ---------------------------------------------------
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# https://www.sphinx-doc.org/en/master/usage/configuration.html#general-configuration
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docs/limitations.md

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</details>
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<br/>
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## Molang
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Mcblend does not support Molang, the scripting language used in Minecraft to animate models. This means that you cannot use Molang to animate your models in Blender. Only keyframe animations are supported.

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