Commands/playanimation

Sends an animation request to clients to make one or more entities play a one-off animation.

Usage
This command only sends an animation request to clients. The server doesn't process the animation at all.

If the target entity is not loaded on the client, the client cannot receive the animation request.

Animation controllers on an entity are not saved and cleared when the entity becomes unloaded on the client, when the resource pack reloads by minimizing or taping out the client game, or when the player leaves and rejoins the game.

The client processes the request based on the contents of resource packs, so players using different resource packs in the same server may see different animations.

Animation controller
Animation controllers are state-machines. State machines are a special kind of logic management, that relies on a series of states. Eech state has two properties: A state machine can only be in one state at a time. For example if you play an animation on the animation controller  on a player, then any other player animations such as sneaking, walking, hand moving, swimming, sleeping, jumping etc. don't play on that player, until this controller returns to a vanilla state.
 * What to do in the current state
 * How to transmit to other states

In an animation controller, there are two types of states:
 * Animation specified state
 * Created by . Doesn't have a name. Contains   for what to do in the current state,   and   for how to transmit to the next state, and   for fade-out duration.   is used as the unique identifier of the state. Can transmit into only one state.
 * Resource pack defined state
 * Defined by resource packs. Has a name. Contains  for what to do in the current state,   for how to transmit to other states, and   for fade-out duration. Its name is used as the unique identifier of the state. Can transmit into different states on different conditions.

command cannot interact with resource pack defined states, except to set  (of an animation specified state) to it.

Animation controllers can be defined for an entity type in resource packs with several resource pack defined states. Animation controllers can also be created by this command as described below.

Behavior
When the client receives the request, it first creates the specified animation controller on this entity if not existing. Then, the client adds a new animation specified state of the specified  into the controller and sets the ,  , and   for this state. Finally, it sets the currently state to this new state.

If the specified controller already exists on the targeted entity, and the animation specified state of the specified  already exists in the controller, when the client receives the request, the   dosen't change, the   is updated, and the   becomes. Finally, it sets the current state to this state.

If specifying an animation controller defined by resource packs, the command work the same as described above. But note that because this command cannot interact with resource pack defined states (except to set  to one of them), after playing an animation, to make the controller return to a resource pack defined state, you have to make sure an animation specified state has a   that is a resource pack defined state.

Arguments

 * Specifies the targeted entities.


 * Specifies a state (animation specified) by specifying an animation. The state will be added into the controller and set as current state of the controller.
 * Should be an animation name (e.g. ), or an animation shortcut defined under the Json path   in the /entity/.entity.json file (e.g.   for only wolf entity). Animation controller shortcuts under this Json path do not work here.
 * Be careful when using animations with  at the end because it may be incompatible with the version of current world, this may result in lagging and a possible crash.
 * If the entered string isn't a valid animation in resource packs, the client does not respond to the animation request.
 * If the entered string isn't a valid animation in resource packs, the client does not respond to the animation request.


 * Specifies the  by specifying an animation (for animation specified states) or a name (for resource pack defined states). Defaults to  if not specified.
 * Can be an animation shortcut defined under the Json path  in the /entity/.entity.json file (e.g.   for only wolf entity). Animation controller shortcuts under this Json path do not work here. Animation names do not work here.
 * Can also be a name of state from resource packs defined under the Json path  in the /animation_controllers/.animation_controller.json file.
 * If a resource pack defined state and an animation shortcut have the same name, this name will specify an animation specified state which plays both the animation and animations in the resource pack defined state.
 * If the entered string is a valid animation shortcut, but the corresponding state doesn't exist in the controller, the controller will still get in this state and then be stuck here and cannot transmit to other states, until the state is created into this controller by another  command, or the state of the controller is changed by   command.
 * If the entered string isn't a valid animation shortcut or a valid resource pack defined state name, the next state defaults to.
 * If the entered string isn't a valid animation shortcut or a valid resource pack defined state name, the next state defaults to.


 * Specifies the duration of the fade-out after the specified animation stops. Defaults to 0 if not specified.


 * Specifies the conditions for transmit to the next state.
 * Should be a Molang expression. Defaults to if not specified.
 * For example, if you want the animation to only end once the player starts sneaking:.
 * For another example, after running the following two commands, when the player jumps, it quickly switches between the two animations:
 * For another example, after running the following two commands, when the player jumps, it quickly switches between the two animations:


 * Specifies a controller on the target entity. Defaults to if not specified.
 * Can be any string, or an animation controller from a resource pack defined under the Json object  in the /animation_controllers/.animation_controller.json file..
 * Can be any string, or an animation controller from a resource pack defined under the Json object  in the /animation_controllers/.animation_controller.json file..

Example
Make the foxes sit down until they leave the ground. Once leaving the ground, the foxes become in sleep state:
 * Or:
 * Or:

To make a player sit down until they move:

To make a players legs flip upside down into their body until they jump:

To make a player's body freeze and stop all player animations from playing on that player (Note: the animation controller has to be  for this to work):

History
<!--

List of animations
• animation.actor.billboard

• animation.agent.move

• animation.agent.swing_arms

• animation.armor.boots.offset

• animation.armor_stand.athena_pose

• animation.armor_stand.brandish_pose

• animation.armor_stand.cancan_a_pose

• animation.armor_stand.cancan_b_pose

• animation.armor_stand.default_pose

• animation.armor_stand.entertain_pose

• animation.armor_stand.hero_pose

• animation.armor_stand.honor_pose

• animation.armor_stand.no_pose

• animation.armor_stand.riposte_pose

• animation.armor_stand.salute_pose

• animation.armor_stand.solemn_pose

• animation.armor_stand.wiggle

• animation.armor_stand.zombie_pose

• animation.arrow.move

• animation.axolotl.idle_underwater

• animation.axolotl.idle_floor

• animation.axolotl.idle_floor_underwater

• animation.axolotl.swim

• animation.axolotl.walk_floor

• animation.axolotl.walk_floor_underwater

• animation.axolotl.play_dead

• animation.axolotl.swim_angle

• animation.bat.flying

• animation.bat.resting

• animation.bee.flying

• animation.bee.sting

• animation.bee.no_stinger

• animation.bee.fly.bobbing

• animation.blaze.move

• animation.bow.wield

• animation.bow.wield_first_person_pull

• animation.camel.sit

• animation.cat.baby_transform

• animation.cat.lie_down

• animation.cat.sit

• animation.cat.sneak

• animation.cat.sprint

• animation.cat.walk

• animation.chicken.general.v1.0

• animation.chicken.baby_transform

• animation.chicken.general

• animation.chicken.move

• animation.cod.flop

• animation.cod.swim

• animation.cow.baby_transform

• animation.cow.setup

• animation.cow.setup.v1.0

• animation.creeper.legs

• animation.creeper.swelling

• animation.crossbow.wield

• animation.dolphin.move

• animation.idle_arm_1

• animation.idle_back_1

• animation.idle_bottom_1

• animation.idle_torso_1

• animation.react_arm_1

• animation.react_arm_2

• animation.react_back_1

• animation.react_back_2

• animation.react_bored_1

• animation.react_bored_arm_1

• animation.react_bored_back_1

• animation.react_bored_bottom_1

• animation.react_bored_head_1

• animation.react_bottom_1

• animation.react_bottom_2

• animation.react_bottom_3

• animation.react_confirm_1

• animation.react_confirm_2

• animation.react_head_1

• animation.react_head_2

• animation.react_idle

• animation.react_offer_1

• animation.react_offer_2

• animation.react_offer_arm_1

• animation.react_offer_arm_2

• animation.react_offer_back_1

• animation.react_offer_back_2

• animation.react_offer_bottom_1

• animation.react_offer_bottom_2

• animation.react_offer_head_1

• animation.react_offer_head_2

• animation.react_offer_torso_1

• animation.react_offer_torso_2

• animation.react_torso_1

• animation.react_torso_2

• animation.drowned.attack.rotations

• animation.drowned.attack.rotations.v1.0

• animation.drowned.swimming.v1.0

• animation.elytra.default

• animation.elytra.gliding

• animation.elytra.sneaking

• animation.elytra.sleeping

• animation.elytra.swimming

• animation.ender_crystal.move

• animation.ender_dragon.setup

• animation.ender_dragon.jaw_movement

• animation.ender_dragon.neck_head_movement

• animation.ender_dragon.wings_limbs_movement

• animation.ender_dragon.tail_movement

• animation.enderman.arms_legs

• animation.enderman.base_pose

• animation.enderman.carrying

• animation.enderman.scary_face

• animation.enderman.base_pose_v1.0

• animation.enderman.scary_face_v1.0

• animation.endermite.move

• animation.evocation_fang.bite

• animation.evoker.casting

• animation.evoker.casting.v1.0

• animation.evoker.general

• animation.evoker.general.v1.0

• animation.fireworks_rocket.move

• animation.fox.baby_transform

• animation.fox.crouch

• animation.fox.pounce

• animation.fox.setup

• animation.fox.sit

• animation.fox.sleep

• animation.fox.stuck

• animation.fox.wiggle

• animation.frog.croak

• animation.frog.jump

• animation.frog.tongue

• animation.frog.walk

• animation.ghast.move

• animation.ghast.scale

• animation.goat.baby_scaling

• animation.goat.look_at_target

• animation.goat.walk

• animation.goat.attack

• animation.goat.ram_attack

• animation.guardian.move_eye

• animation.guardian.setup

• animation.guardian.spikes

• animation.guardian.swim

• animation.guardian.move_eye.v1.0

• animation.guardian.spikes.v1.0

• animation.hoglin.baby_scaling

• animation.hoglin.look_at_target

• animation.hoglin.walk

• animation.hoglin.attack

• animation.horse.baby_transform

• animation.horse.eat

• animation.horse.look_at_player

• animation.horse.mouth

• animation.horse.setup

• animation.horse.shake_tail

• animation.horse.stand

• animation.horse.walk

• animation.horse.v2.baby_transform

• animation.horse.v2.eat

• animation.horse.v2.setup

• animation.horse.v2.stand

• animation.horse.v2.tail

• animation.horse.v2.walk

• animation.horse.v3.baby_transform

• animation.horse.v3.eat

• animation.horse.v3.look_at_player

• animation.horse.v3.rear

• animation.horse.v3.tail

• animation.horse.v3.walk

• animation.humanoid.attack.rotations

• animation.humanoid.base_pose

• animation.humanoid.big_head

• animation.humanoid.bob

• animation.humanoid.bow_and_arrow

• animation.humanoid.brandish_spear

• animation.humanoid.holding_spyglass

• animation.humanoid.celebrating

• animation.humanoid.charging

• animation.humanoid.damage_nearby_mobs

• animation.humanoid.holding

• animation.humanoid.look_at_target.default

• animation.humanoid.look_at_target.gliding

• animation.humanoid.look_at_target.swimming

• animation.humanoid.move

• animation.humanoid.riding.arms

• animation.humanoid.riding.legs

• animation.humanoid.sneaking

• animation.humanoid.swimming

• animation.humanoid.use_item_progress

• animation.iron_golem.attack

• animation.iron_golem.flower

• animation.iron_golem.move

• animation.iron_golem.move_to_target

• animation.iron_golem.walk

• animation.iron_golem.walk_to_target

• animation.llama.baby_transform

• animation.llama.baby_transform.v1.0

• animation.llama.setup

• animation.llama.setup.v1.0

• animation.llama_spit.setup

• animation.common.look_at_target

• animation.magma_cube.move

• animation.minecart.move

• animation.minecart.move.v1.0

• animation.mooshroom.baby_transform

• animation.mooshroom.setup

• animation.mooshroom.setup.v1.0

• animation.npc.baby_transform

• animation.npc.general

• animation.npc.get_in_bed

• animation.npc.move

• animation.npc.raise_arms

• animation.ocelot.baby_transform

• animation.ocelot.sit

• animation.ocelot.sneak

• animation.ocelot.sprint

• animation.ocelot.walk

• animation.ocelot_v1.0.baby_transform

• animation.ocelot_v1.0.setup

• animation.ocelot_v1.0.sit

• animation.ocelot_v1.0.sneak

• animation.ocelot_v1.0.sprint

• animation.ocelot_v1.0.walk

• animation.panda.baby_transform

• animation.panda.lying

• animation.panda.rolling

• animation.panda.sitting

• animation.panda.sneezing

• animation.panda.unhappy

• animation.parrot.base

• animation.parrot.dance

• animation.parrot.flying

• animation.parrot.moving

• animation.parrot.sitting

• animation.parrot.standing

• animation.phantom.base_pose

• animation.phantom.move

• animation.pig.baby_transform

• animation.pig.setup

• animation.pig.setup.v1.0

• animation.piglin.crossbow.charge

• animation.piglin.crossbow.hold

• animation.piglin.sword.attack

• animation.piglin.hand.attack

• animation.piglin.move

• animation.piglin.admire

• animation.piglin.celebrate_hunt

• animation.piglin.celebrate_hunt_special

• animation.pillager.crossbow.charge

• animation.pillager.crossbow.hold

• animation.player.attack.positions

• animation.player.attack.rotations

• animation.player.base_pose.upside_down

• animation.player.bob

• animation.player.bob.stationary

• animation.player.bow_equipped

• animation.player.cape

• animation.player.crossbow_equipped

• animation.player.crossbow_hold

• animation.player.glide

• animation.player.holding

• animation.player.holding.zombie

• animation.player.look_at_target.inverted

• animation.player.look_at_target.ui

• animation.player.move.arms

• animation.player.move.arms.single

• animation.player.move.arms.stationary

• animation.player.move.arms.statue_of_liberty

• animation.player.move.arms.zombie

• animation.player.move.legs

• animation.player.move.legs.inverted

• animation.player.move.legs.single

• animation.player.move.legs.stationary

• animation.player.riding.arms

• animation.player.riding.arms.zombie

• animation.player.riding.legs

• animation.player.shield_block_main_hand

• animation.player.shield_block_off_hand

• animation.player.sleeping

• animation.player.sneaking

• animation.player.sneaking.inverted

• animation.player.swim

• animation.player.swim.legs

• animation.player.swim.legs.single

• animation.player.swim.legs.stationary

• animation.player.first_person.attack_rotation

• animation.player.first_person.attack_rotation_item

• animation.player.first_person.base_pose

• animation.player.first_person.crossbow_equipped

• animation.player.first_person.crossbow_hold

• animation.player.first_person.breathing_bob

• animation.player.first_person.empty_hand

• animation.player.first_person.map_hold

• animation.player.first_person.map_hold_attack

• animation.player.first_person.map_hold_main_hand

• animation.player.first_person.map_hold_off_hand

• animation.player.first_person.swap_item

• animation.player.first_person.vr_attack_rotation

• animation.player.first_person.walk

• animation.polarbear.baby_transform

• animation.polarbear.move

• animation.pufferfish.flop

• animation.pufferfish.swim

• animation.quadruped.walk

• animation.rabbit.baby_transform

• animation.rabbit.move

• animation.ravager.biting

• animation.ravager.idle_mouth

• animation.ravager.roaring

• animation.ravager.stunned

• animation.ravager.walk

• animation.salmon.flop

• animation.salmon.swim

• animation.sheep.baby_transform

• animation.sheep.grazing

• animation.sheep.setup

• animation.shield.wield_main_hand_first_person

• animation.shield.wield_off_hand_first_person

• animation.shield.wield_main_hand_first_person_blocking

• animation.shield.wield_off_hand_first_person_blocking

• animation.shield.wield_third_person

• animation.shulker.facing

• animation.shulker.move

• animation.shulker.facing.v1.0

• animation.shulker.move.v1.0

• animation.shulker_bullet.move

• animation.silverfish.move

• animation.skeleton.attack

• animation.humanoid.attack.rotations.v1.0

• animation.humanoid.base_pose.v1.0

• animation.humanoid.big_head.v1.0

• animation.humanoid.bob.v1.0

• animation.humanoid.bow_and_arrow.v1.0

• animation.humanoid.brandish_spear.v1.0

• animation.humanoid.charging.v1.0

• animation.humanoid.damage_nearby_mobs.v1.0

• animation.humanoid.holding.v1.0

• animation.humanoid.look_at_target.default.v1.0

• animation.humanoid.look_at_target.gliding.v1.0

• animation.humanoid.look_at_target.swimming.v1.0

• animation.humanoid.move.v1.0

• animation.humanoid.riding.arms.v1.0

• animation.humanoid.riding.legs.v1.0

• animation.humanoid.sneaking.v1.0

• animation.humanoid.swimming.v1.0

• animation.humanoid.use_item_progress.v1.0

• animation.skeleton.attack.v1.0

• animation.snowgolem.move.v1.8

• animation.snowgolem.arms

• animation.snowgolem.move

• animation.spider.default_leg_pose

• animation.spider.look_at_target

• animation.spider.walk

• animation.spyglass.holding

• animation.spyglass.scoping

• animation.squid.move

• animation.squid.rotate

• animation.strider.look_at_target.default

• animation.strider.walk

• animation.strider.bristle_flow

• animation.trident.wield_first_person

• animation.trident.wield_first_person_raise

• animation.trident.wield_first_person_raise_shake

• animation.trident.wield_first_person_riptide

• animation.trident.wield_third_person

• animation.trident.wield_third_person_raise

• animation.tripod_camera.neutral

• animation.tropicalfish.flop

• animation.tropicalfish.swim

• animation.turtle.general

• animation.turtle.ground_move

• animation.turtle.move

• animation.vex.attack.rotations.v1.0

• animation.vex.move

• animation.villager.baby_transform

• animation.villager.general

• animation.villager.general.v1.0

• animation.villager.get_in_bed

• animation.villager.move

• animation.villager.raise_arms

• animation.vindicator.attack

• animation.vindicator.hand_attack

• animation.vindicator.base

• animation.vindicator.riding.arms

• animation.vindicator.riding.legs

• animation.vindicator.walk

• animation.warden.attack

• animation.warden.dig

• animation.warden.emerge

• animation.warden.hurt

• animation.warden.move

• animation.warden.roar

• animation.warden.sniff

• animation.warden.sonic_boom

• animation.witch.general

• animation.wither_boss.look_at_target

• animation.wither_boss.move

• animation.wither_boss.scale

• animation.wither_skeleton.attack

• animation.wither_skull.move

• animation.wolf.angry

• animation.wolf.baby_scaling

• animation.wolf.head_rot_z

• animation.wolf.leg_default

• animation.wolf.setup

• animation.wolf.shaking

• animation.wolf.sitting

• animation.wolf.tail_default

• animation.zombie.attack_bare_hand

• animation.zombie.swimming

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命令/playanimation