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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.png
  • minecraft: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.

FeatureRegularPBR
Can be seen with shadersYesYes
Can be seen without shadersYesNo
Customizable strengthNoYes
Custom imageYesNo
Affected by lightYes, with strongerEmissive offYes, depends on shader-pack