Commands/playanimation

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

Note: Animations run by this command will stop when the player they are being run on leaves and rejoins the game. (this applies to realms as well. )

To play multiple of these animations at once you have to specify a molang query that is not correct.

Arguments

 * Specifies the targeted entities.
 * Specifies the targeted entities.


 * And it must be either a single word (no spaces) or a quoted string.
 * Should be an animation name (e.g. ), or an animation defined under the Json path   in the /entity/.entity.json file (e.g.   for only wolf entity).
 * Specifies an animation to play now.
 * ⚠️Warning: Never add .v1.0 to the end of an animation name because it generates many molang errors while the animation is running, causing the game to lag and possibly crash.


 * And it must be either a single word (no spaces) or a quoted string.
 * Should be an animation name, or an animation defined under the Json path  in the /entity/.entity.json file.
 * Specifies the animation after the first animation stops playing.


 * Specifies the duration of the gradient animation.
 * Specifies the duration of the gradient animation.


 * And it must be either a single word (no spaces) or a quoted string.
 * Note: this argument won't do anything unless you specify an animation controller in the argument after this, if you don't know an animation controller to use or don't need one then just put the letter  where the animation controller would be. You can just use any random letter combination in place of an animation controller as long as it is not an actual animation controller.
 * here is an example of what to put for this argument if you want the animation to only end once the player starts sneaking


 * The way to write out this argument is like this.
 * A list of Molang keywords can be found Here.
 * The logical operators include.
 * Should be a Molang expression.
 * A list of useable strings for the query names are Here.
 * To run multiple /playanimation commands together you need either different animation controllers, a combo in correct and incorrect queries or both, for each animation controller you can have 2 incorrect Molang queries  and 1 correct Molang query ,  the easiest way to combine them just make each one have a different letter combination for the animation controller. 
 * Specifies the conditions for stopping animation.


 * And it must be either a single word (no spaces) or a quoted string.
 * Note: You can just put a random letter combination for this.
 * Should be an animation controller name (such as ), or an animation controller defined under the Json path   in the /entity/.entity.json file.
 * Specifies an animation controller.

Example
Make the foxes sit down until they leave the ground. Once leaving the ground, the foxes become in sleep state:
 * the above example may not work, if it doesen't then use this:
 * the above example may not work, if it doesen't then use this:

To make a player sit down until they move use this:

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

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

命令/playanimation