DAI 3.0 · STEP-BY-STEP

Animations & Render Profiles

Create reusable visual animation state and render profiles that react to real gameplay state.

Build from scratchTest in MinecraftMultiplayer-safe by designDAI 3.0

What you are building

Primary path: data/<namespace>/animations + dai_render_profiles/
Create reusable visual animation state and render profiles that react to real gameplay state.

Step-by-step

  1. Choose the state boundaryIdle/walk/attack/charge/damaged or item-mode transitions.
  2. Author a small animationStart with two or three key states rather than one giant graph.
  3. Bind to real stateUse entity/item/experience state to select animation.
  4. Add interpolation only after correctnessA correct snap is easier to debug than a beautiful wrong transition.
  5. Test first/third person and reloadVerify state resynchronizes after joining, respawning and chunk reload.

Definition of done

  • The feature still works after save/reload.
  • Server state is authoritative; presentation mirrors it.
  • Invalid input cannot duplicate rewards or bypass costs.
  • Two players can use the system without sharing unintended temporary state.
  • Any optional resource pack can be disabled without breaking datapack logic.

Next integration

Once this feature works alone, connect it to a complete loop instead of adding more isolated content. Use the complete-game tracks to see where it belongs in ACMS, Space Between Blocks, MineTrigger or Hollow Spiral.