Given this quite overrides those animations, and there's no support of this mod for some other states, it is very likely that breakages will occur.
Unfortunately, there isn't much to be done about this, unless the mod will detect other animations (this might not be an easy task, given there are different games and APIs that kinda implements the animations with different models/timelines + there's no standard API that registers some kind of standard names/states for those animations that every mod like this uses) and resets the bone overrides, it will work like that and breakages will happen.
I guess maybe there's a way to implement this via different APIs for each game, or at worst collect the database of animations that match animations timestamps to state or maybe predict the animations with the actions player do if you want to rely on engine. But this still quite needs the implementation from this mod and feels somewhat like an ugly way to do so.
I also believe some games that don't seem to provide animations still break with this mod, just because of different model and stuff like this. For such things happening, it is really hard IMO to satisfy everyone.
Since MineTest 5.9.0 there's also a new API added for bone-based animations with support for interpolation, you can actually use dedicated_server_step as a value used for interpolation length. This makes it independent from dedicated_server_step, at least in terms of visual smoothiness, the animation is still updated accordingly to it.
You might check coreanim_compat* if you want to test this new API with this mod.
A modpack itself consist of 3 components right now: a library, a compatibility mod that acts as replacement for official engine API and makes other mod animations interpolated (playeranim, charecter_anim) and can interpolate everything that uses bone-based animations. There's also an example implementation for players' heads animations in the game.
Basically what I focus with this mod is to bring interpolation to more places and make overall animations in the game more smooth and appealing. This is done by making it a default thing for Minetest when either a library is used within few mods, or globally with coreanim_compat mod enabled.
Given this quite overrides those animations, and there's no support of this mod for some other states, it is very likely that breakages will occur. Unfortunately, there isn't much to be done about this, unless the mod will detect other animations (this might not be an easy task, given there are different games and APIs that kinda implements the animations with different models/timelines + there's no standard API that registers some kind of standard names/states for those animations that every mod like this uses) and resets the bone overrides, it will work like that and breakages will happen.
I guess maybe there's a way to implement this via different APIs for each game, or at worst collect the database of animations that match animations timestamps to state or maybe predict the animations with the actions player do if you want to rely on engine. But this still quite needs the implementation from this mod and feels somewhat like an ugly way to do so.
I also believe some games that don't seem to provide animations still break with this mod, just because of different model and stuff like this. For such things happening, it is really hard IMO to satisfy everyone.
Since MineTest 5.9.0 there's also a new API added for bone-based animations with support for interpolation, you can actually use
dedicated_server_step
as a value used for interpolation length. This makes it independent fromdedicated_server_step
, at least in terms of visual smoothiness, the animation is still updated accordingly to it. You might checkcoreanim_compat
* if you want to test this new API with this mod.A modpack itself consist of 3 components right now: a library, a compatibility mod that acts as replacement for official engine API and makes other mod animations interpolated (
playeranim
,charecter_anim
) and can interpolate everything that uses bone-based animations. There's also an example implementation for players' heads animations in the game.Basically what I focus with this mod is to bring interpolation to more places and make overall animations in the game more smooth and appealing. This is done by making it a default thing for Minetest when either a library is used within few mods, or globally with
coreanim_compat
mod enabled.