DAI 3.0 · STEP-BY-STEP
Animations & Render Profiles
Create reusable visual animation state and render profiles that react to real gameplay state.
What you are building
Primary path:
Create reusable visual animation state and render profiles that react to real gameplay state.
data/<namespace>/animations + dai_render_profiles/Create reusable visual animation state and render profiles that react to real gameplay state.
Step-by-step
- Choose the state boundaryIdle/walk/attack/charge/damaged or item-mode transitions.
- Author a small animationStart with two or three key states rather than one giant graph.
- Bind to real stateUse entity/item/experience state to select animation.
- Add interpolation only after correctnessA correct snap is easier to debug than a beautiful wrong transition.
- 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.