In Minecraft 1.5, Mojang added the ability to animate any block or item texture
(originally a feature provided by MCPatcher). However, there is yet no way to
animate other textures like mob skins or GUIs. MCPatcher fills the gap
enabling any rectangular area of any non-block or item texture to be animated.
This includes even textures specific to other MCPatcher features such as random
mob skins or skyboxes.
For block and item textures, including CTM and CIT replacements, continue using
Mojang's mcmeta method instead.
To build an animation, first choose a texture and determine the x and y
coordinates and width and height of the area you want to animate. Create your
animation as a vertical strip of frames. The width of the animation should be
the same as the width of the area you want to animate. The height should be a
multiple of the animation area height.
Properties file format
Create a properties file with any name you like. Put it in the
assets/minecraft/mcpatcher/anim folder of your texture pack, or any subfolder
within. Add these properties to the file
from=<path to animation> to=<path to texture to animate> x=<x coordinate of area to animate> y=<y coordinate of area to animate> w=<width of area to animate> h=<height of area to animate>
See About Properties Files for how to specify paths
to texture files.
This creates a simple animation that plays each frame in order from top to
bottom once for one tick (1/20th second) each and then loops.
Multiple, non-overlapping parts of the same texture can be animated by using
to value with different
h values. They can
even have independent timing and frame order information.
For maximum compatibility, it is best to make
Frame order and timing
Each custom animation may also specify its animation speed and frame order.
In the properties file, add a series of entries
X starts at 0 and represents the order you want frames to display in.
the tile number in the animation .png file, the first tile being 0, the second
Z is the duration you want that frame displayed, in game ticks (1
tick = 1/20 second). If omitted,
duration is assumed to be 1 for that frame.
For example, suppose your animation file is 16x48 (3 frames). To make it run
on a 5-frame cycle with a pause in the middle, the properties file might look
tile.0=0 tile.1=1 tile.2=2 duration.2=5 tile.3=1 tile.4=0
The animation happens in this order:
Frame 0: Display animation tile 0 for 1 tick (no duration property).
Frame 1: Display animation tile 1 for 1 tick (no duration property).
Frame 2: Display animation tile 2 for 5 ticks (duration=5).
Frame 3: Display animation tile 1 for 1 tick (no duration property).
Frame 4: Display animation tile 0 for 1 tick (no duration property).
Go back to frame 0.
Total: 5 frames over 9 ticks.