Player Animation Library Mod FAQ
10 questions players actually ask, answered.
Do I need this mod if I just want animations in my game?
No — Player Animation Library adds no animations or gameplay by itself. It's a framework other mods use, so you'll only see effects if you also install a mod that ships animations built on top of it.
How do I get started making my own animation?
Animate your player model in Blender or Blockbench, export it as GeckoLib or Bedrock JSON, then load that file through the mod's importer. From there you trigger the animation at runtime and hook it to whatever in-game event you want.
What file formats can I import animations from?
The mod loads Blender exports and Blockbench JSON in both GeckoLib and Bedrock formats. If your animation tool can output one of those, it should import cleanly.
Why isn't my animation playing in-game?
The most common causes are the animation never being triggered at runtime, a malformed or unsupported JSON export, or a MoLang expression that evaluates to nothing. Check that your file imports without errors first, then confirm your trigger actually fires.
How do MoLang expressions work here?
MoLang lets your animation logic read player state — like movement or other conditions — and change the animation accordingly. You write the expression into the animation data, and the mod evaluates it each frame to drive playback.
How do I add particles to an animation?
Use effect keyframes, which include a particle keyframe type, placed at the moment in the animation you want the effect to fire. The mod exposes your custom bones and their positions so you can spawn particles at the right spot.
What are custom pivot points for?
Pivot points let a bone rotate a group of parts independently — for example, a hip bone that turns the upper body without moving the legs. Set the pivot where the rotation should originate, and the parts parented to it follow.
Will this conflict with other player animation mods?
It's specifically built to minimize conflicts with other player-animation systems, which is the main reason it exists as a shared library. That said, two mods both trying to fully control the player model can still fight, so test them together.
Does this mod hurt performance?
The library itself is lightweight since it only provides the framework. Cost comes from the animations and particle effects built on it — heavy particle keyframes or many simultaneous animations are what you'd notice.
Can I use this in my own mod pack or mod?
Yes — it's a developer-focused framework meant to be depended on by other mods, and it adds nothing on its own. Modpack authors can include it freely as a library dependency.