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Plays an animation from your Blockbench model on any trigger — a wind-up before an attack, a roar on spawn, a stagger when hurt.

animation

Aliases: anim, playanimation, playanim, state, mstate, modelstate

stopanimation

Aliases: stopanim, animationstop Takes name (same aliases) and the optional model. Ends that animation on the targets.

Coming from Model Engine

Model Engine’s spelling of the same thing parses unchanged. state{s=attack} is animation{name=attack}, and li/lo are its names for the blend windows — so its skill lines can be pasted in as they are.

Notes

  • Targets with no model are skipped silently. There is nothing to animate on a model-less mob.
  • An animation the model does not have is a no-op, so a typo shows up as nothing happening rather than as an error at load time. /nme test <mob> <animation> autocompletes the real names.
  • The /nme test command plays an animation once without setting up an effect, which is the fastest way to preview one.
  • Models are attached before +onSpawn effects run, so playing an animation when a mob appears works.
  • Under the hood this is the engine’s own animation API, which an addon can drive directly with far more control — priorities, per-player animations, predicates. See Models & Animation.