Adds the three drops as Stonecutter versions (26.1's jar also accepts
its hotfixes). loom-back-compat already picks the plain Loom for 26.x;
the testmod's remap configurations are only created where there's
something to remap, and the foojay resolver downloads the Java 25
toolchain these versions need.
- 26.3 renamed PoseStack.mulPose(Quaternionfc) to rotate.
- The testmod follows Fabric API's renames: ClientCommands (26.1),
getClientLevel (26.1) and getConnection (26.2) for waiting on chunks.
- 26.2 replaced Options.hideGui with the HUD's toggle, so the gametest
toggles it through a helper.
The screenshot gametest passes on 26.1, 26.2 and 26.3, and the bent
limbs match 1.21.11's.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/emotecraft/convert.py turns Emotecraft's binary .emotecraft files (its network packet, with
the animation in player-animator's legacy format) into the Emotecraft JSON EmotecraftLoader reads.
Converting a few community emotes showed the loader bent the torso the wrong way: Get the Griddy,
which hunches forward, arched back. Emotecraft bends limbs the other way from us, but not the torso,
whose bend is anchored at the hips here and so already turned round. The loader now keeps the
torso's bend sign, and gives the whole player's bend to the torso, as Emotecraft does. fit.py writes
torso bends to match, so re-exported captures look the same.
Bumps the version to 0.1.1 for the fix.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
tools/capture drives a store page's skin viewer in headless Firefox, stepping its clock one tick at
a time and taking every tick from ten fixed cameras. It then fits our own rig to the frames by
rendering the model (a Python port of LimbBend and PoseApplier) and matching outlines and colours,
and writes the result as Emotecraft JSON. It measures pixels only and never reads the page's
animation data. The README covers the steps, the checks and the limits.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- core: EmotecraftLoader reads Emotecraft / player-animation-lib JSON
into a KeyframeAnimation (per-channel keyframes with Easing), following
player-animation-lib's reader: absolute pivots become offsets, body
(and torso before version 3) is the whole player in blocks, angles are
degrees unless "degrees": false, turn adds whole turns, and loops jump
back to returnTick after endTick. Emote and EmoteRegistry hold emotes
by ID with their name, description and author. Animation.loopStart
lets loops restart after an intro. Uses Jackson 2.17.0, the version
Saturn Client ships.
- Bone.ROOT moves the whole player around its middle (0.7 blocks above
the feet), through the model's root part, so armor and held items
follow.
- fabric: Emotes.registry() and Emotes.play(uuid, id). Core and Jackson
are bundled in the jar.
- testmod: loads Saturn's six emotes into the library's registry
(/emotes play), and keeps its test animations in a separate registry
(/emotes test). The gametest shoots the loaded emotes too.
Blending with the vanilla pose is issue #4.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- PlayerModelMixin: after translateToHand, move the item from the hand of
the straight arm to the hand of the bent one (BendTransforms.attachAt,
the same rigid move as the ring at the hand). PlayerModel overrides
translateToHand for slim arms without calling HumanoidModel's, so the
hook has to be on PlayerModel.
- FirstPersonHandMixin: the first-person arm is drawn from the shared
model without setupAnim, so clear any bend left by the last
third-person player.
- LimbBend.start()/end() getters.
- testmod: a hold animation, and gametest shots holding a sword and in
first person.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The torso tips forward around the hips and bends backwards, so the lower
back curves in and the chest comes up. The head and arms get the tilt
themselves, since they only follow the torso's bend.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- LimbBend.anchoredAtEnd keeps the far end in place (the hips on the
legs) and folds the other half, and angleAt/axis expose how far the
limb has turned at a point.
- PoseApplier bends the body from the hips and carries the head and arms
with it: their pivots follow the bent torso and they turn with its ring.
- Test animations: bow (torso only) and twerk. The gametest shoots the
twerk at the top and bottom of its bounce, including from behind.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- core: Bezier (any degree, De Casteljau), LimbBend (cubic spine through
the rigid upper/joint/lower shape, one ring per texture row spaced by
arc length, rigid rings so pieces share vertices) and QuadSplitter
(cuts faces at the rings, interpolating UVs).
- fabric: ModelPartMixin draws parts that have a bend with
BentCubeRenderer, which deforms vanilla's own cubes. Overlays and armor
use the limb's spine so they stay attached. Bends are reset every
setupAnim because models are shared between entities.
- testmod: flap and squat animations, and a client gametest that
screenshots each animation from the front and side
(runClientGameTest). The tester runs with the full Fabric API because
single modules don't bring their version-specific dependencies.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
- core/: Minecraft-independent animation model (Bone, BoneTransform with
bend fields, Pose, Animation, AnimationPlayer) with JUnit tests.
- src/main: Fabric mod built for 1.21.4-1.21.11 with Stonecutter on
Mojang mappings. Samples each player's pose into its render state and
applies it at the end of HumanoidModel.setupAnim (armor follows too).
- src/testmod: dev-only tester with /emotes play|stop|info and a mixin
audit on startup.
- Publishing to the saturnclientmc Gitea Maven registry as
org.saturnclient:emotes-core and emotes-fabric:<v>+<mc>.
Loom is pinned to 1.17 because 1.18 needs a Java 25 JVM.
Co-Authored-By: Claude Opus 5.5 <[email protected]>