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.

When the client receives the request, it first creates the specified controller on this entity if not existing. Then, the client adds the specified animation into the controller and sets the next_state, blend_out_time, and stop_expression for this animation entry. Finally, it sets the currently playing animation to this animation.

If the specified controller already exists on the targeted entity and the specified animation already exists in the controller, when the client receives the request, the next_state dosen't change, the blend_out_time is updated, and the stop_expression becomes. Finally, it sets the currently playing animation to this specified animation.

Animation controllers on an entity are not saved when the entity becomes unloaded on the client, or 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.

Arguments

 * Specifies the targeted entities.


 * Specifies an animation to add into the controller and start playing now.
 * And it must be either a single word (no spaces) or a quoted string.
 * 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 to use animations with .v1.0 at the end because it may be incompatible with the version of current world.
 * If the entered string isn't a valid animation in resource packs, the client does not respond to the animation request.


 * Specifies the animation after the first animation stops playing. The current playing animation of the controller is set to this animation after the previous animation stops. Defaults to if not specified.
 * And it must be either a single word (no spaces) or a quoted string.
 * Should 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.
 * If the entered string isn't a valid animation shortcut in resource packs, the animation still starts playing and the controller becomes original state when the animation ends.


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


 * Specifies the conditions for the animation stopping.
 * And it must be either a single word (no spaces) or a quoted string.
 * Should be a Molang expression. Defaults to if not specified.
 * When this molang returns true, the animation stops and its "next_state" starts playing (the current playing animation of the controller becomes its "next_state").
 * 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:


 * Specifies a controller on the target entity. Defaults to if not specified.
 * And it must be either a single word (no spaces) or a quoted string.

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:

History
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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