All animation keyframe tables were renamed to q (from t)
q.time (from Anims.lua's t.time) was renamed to q.anim_time (t.anim_time) to allow the for viewing animations in blockbench.
Added "Variable Placeholders" to the animations, so they may be viewed in blockbench, in addition to ingame. This allows you to be able to test them, out in blockbench, and make changes easier!
All return's in every animation keyframe were moved a line up to save space, and for better readability.
All q.anim_times are multiplied by 180, and all offsets to be multiplied by 45. This allows BlockBench to render said animations at an intended speed.
As a result of the change above, the timer calculations in Anims.lua were adjusted to increase much slower.
All animations have 0+ added to the start of an animation to get around BlockBench's inability to detect calculations after a return.
All Blockbench animation previews now show expected starting positions
Disabled leg visibility in BlockBench.
Enabled automatic visibility in ModelParts.lua incase user forgets to enable the parts.
Moved arm movement action to animations, because it resembles animation settings rather than avatar settings.
q
(fromt
)q.time
(fromAnims.lua
'st.time
) was renamed toq.anim_time
(t.anim_time
) to allow the for viewing animations in blockbench.return
's in every animation keyframe were moved a line up to save space, and for better readability.q.anim_time
s are multiplied by 180, and all offsets to be multiplied by 45. This allows BlockBench to render said animations at an intended speed.Anims.lua
were adjusted to increase much slower.0+
added to the start of an animation to get around BlockBench's inability to detect calculations after areturn
.ModelParts.lua
incase user forgets to enable the parts.whirlpoolEffect.lua