Animatable
Animatable is a texture animation handler for Skinmatics. It's what allowed your textures in Skinmatics to be animated without using the conventional long strip image.
Adding Texture
To add texture, you only need to add a value inside in <image_path>: [<ticks>] format.
Assuming you have maxTicks to 25 and these textures:
<minecraft>/config/skinmatics/textures/lorems/dolor.png<minecraft>/config/skinmatics/textures/ipsums/amet.pngminecraft:textures/dolor/consectetur.png- Textures from resource pack
{
"maxTicks": 25,
"<some_class>": {
"<animatable_class>": {
"lorems/dolor.png": [0, 15],
"ipsums/amet": [5, 20],
"minecraft:textures/dolor/consectetur.png": [10, 25]
}
}
}
How The Texture Gonna Plays
Tick 0 (0s):
Use "lorems/dolor.png" which correlates <minecraft>/config/skinmatics/textures/lorems/dolor.png.
Tick 5 (0.25s):
Use "ipsums/amet" which correlates to <minecraft>/config/skinmatics/textures/ipsums/amet.png.
You don't need to use .png as Skinmatics will add it automatically.
Tick 10 (0.5s):
Use "minecraft:textures/dolor/consectetur.png", need to be an Identifier to use resource pack textures
Tick 15 (0.75s):
Use "lorems/dolor.png"
Tick 20 (1.0s):
Use "ipsums/amet"
Tick 25 (1.25s):
Use "minecraft:textures/dolor/consectetur.png"
Tick 26+ (above maxTicks):
Cycle back to 0
PBR Texture
PBR is automatically detected and handled by Iris Shaders. You only need to put the texture (see below for format) adjacent to the base texture (same directory).
Emissive
Unlike the regular emissiveTextures, the PBR emissive is applied to the base texture.
Its not possible to have unique emissive color to it, but you can control the strength.
| Feature | Regular | PBR |
|---|---|---|
| Can be seen with shaders | Yes | Yes |
| Can be seen without shaders | Yes | No |
| Customizable strength | No | Yes |
| Custom image | Yes | No |
| Affected by light | Yes, with strongerEmissive off | Yes, depends on shader-pack |