
Bug

Resolution: Unresolved

None

1.19.70.24/25 Preview, 1.13.0.1 Beta, 1.14.0.3 Beta, 1.14.0.2 Beta, 1.13.0.17 Beta, 1.13.0.16 Beta, 1.13.0.15 Beta, 1.13.0.13 Beta, 1.13.0.9 Beta, 1.13.0.2 Beta, 1.16.40 Hotfix, 1.19.63

None

Confirmed

Windows

227517
Current animation:
 The body's rotation isn't pronounced enough, making the offhand move forward a bit too much;
 The main hand's rotation range is not wide enough, it doesn't ever get close to the center of the screen;
 The main hand is barely raised, regardless of the direction the player is looking at (MCPE54697);
 The transition from the attack animation and the base pose is not smooth (MCPE133777).
Original animation:
 The body rotates enough for the motion to be more lively without the offhand being too distracting;
 The main hand's movement is way more pronounced, starting wide and hitting the center of the screen before finishing;
 The main hand's motion is obvious, and also matches whichever direction the player is currently facing;
 The transition from the attack animation and the base pose is seamless.
Screenshots/Videos attached: Yes
Notes: This can be fixed by changing the animation from this...
{{code}} "animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "variable.attack_body_rot_y", 0.0 ] }, "leftarm" : { "rotation" : [ "(math.sin((1  math.pow((1  variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 10.0", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "(math.sin((1  math.pow((1  variable.attack_time), 4)) * 180) * 1.2 + math.sin(variable.attack_time * 180)) * 30.0", "(math.sin((1  math.pow((1  variable.attack_time), 4)) * 180) ? (90.0 * math.sin((1  math.pow((1  variable.attack_time), 4)) * 180)) + 30.0 : 0.0)", 0.0 ] } } }
to this:
"animation.player.attack.rotations" : { "loop" : true, "bones" : { "body" : { "rotation" : [ 0.0, "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0 ] }, "leftarm" : { "rotation" : [ "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46", 0.0, 0.0 ] }, "rightarm" : { "rotation" : [ "math.sin(1.0  math.pow(1.0  variable.attack_time, 3.0) * 180.0) * 68.75  math.sin(variable.attack_time * 180.0) * (query.target_x_rotation  40.10) * 0.75", "math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46 * 2.0", "math.sin(variable.attack_time * 180.0) * 22.91" ] } } }
The expression math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46 is repeated in all three limbs, and can be reduced to a variable. In this case, the variable variable.attack_body_rot_y found in player.entity.json should be changed from this...
Math.sin(360*Math.sqrt(variable.attack_time)) * 5.0
to this:
math.sin(math.sqrt(variable.attack_time) * 360.0) * 11.46
 relates to

MCPE133777 Player arm swinging animation in third person view has a frame missing at the end
 Reopened

MCPE47883 [Fixed] Sneaking animation is messed up
 Resolved

MCPE54697 Hitting animation isn't tied to the player's looking direction
 Open