Photon & EpicFight

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Photon & EpicFight

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EpicFight integrates with Photon, making it easier for you to create special effects related to EpicFight.

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Mod
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All Rights Reserved
Latest Version
photon_and_epicfight-1.1.3.jar
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CurseForge
Modrinth

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About

Description

Photon & EpicFight Integration 


This is a tool for integrating Forge , designed to preview EpicFight skeletal animations within the Photon particle editor and bind visual effects to specific bones.


🎯 Purpose
This module adds support for EpicFight skeletal animations to the Photon VFX Editor, enabling VFX creators to:
Load a player clone into the particle editor and preview EpicFight animations in real-time.
Bind the effect currently being edited to a specified bone (with real-time position and rotation updates).
Bind effects to player or entity bones in-game via commands.


🛠️ Features
Editor Integration
Animation Control Panel - Enable "Animation Control" in the editor's "View" menu to search for and play EpicFight animations.
Bone Binding Input Field - Enter a bone name (e.g., Root, Chest, Head), and the effect in the editor will update in real-time based on that bone's position and rotation.
Bone Name Autocomplete - When typing, all bone names in the Armature are reflected, providing fuzzy-matching dropdown suggestions with support for page scrolling.
Real-time Player Sync - The clone syncs the player's equipment, health, and absorption values every frame.
Preview Toggle - Control whether EpicFight preview is enabled via the /photon_preview command.
In-Game Commands
/bone play <namespace> <path> [bone_name] - Play an effect on the specified bone (defaults to Tool_R).
/bone stop [bone_name] [namespace] [path] - Stop effects on the specified bone.
/bone list - List all available effects.
/photon_EpicFight_Editor - Toggle the editor's EpicFight preview mode.
Note: All commands support Tab completion (namespace, path, bone name).


⚙️ Animation Driving
Uses AnimationPlayer.tick() to naturally advance animation time and sets setHardPause(true) to prevent interference from ClientAnimator.
Avoids using modifyPose() / correctRootJoint(), directly reading getRawPose() to preserve Root bone displacement.
Automatically resets entity position after animation ends.


📖 Usage Instructions
Editor Preview
To enable preview, enter /photon_preview in-game (enter again to disable).
Open the Photon particle editor (/pe).
Open the "Animation Control" floating window from the "View" menu.
Enter the "Animation Resource Path" and click play.
Enter a bone name (e.g., Root, Chest) in the bone input field; the effect will follow the bone's movement.


Command Binding

# Play the "test" effect from the "epicfight" namespace on the Tool_R bone
/bone play epicfight test Tool_R

# Play on the Chest bone
/bone play epicfight test Chest

# Stop all effects on the Chest
/bone stop Chest

# Stop a specific effect on the Chest
/bone stop Chest epicfight test

# Stop all bone effects
/bone stop

# List available effects
/bone list


📦 Dependencies
Photon - VFX Editor
EpicFight - 20.14.X
LDLib - UI Library (dependency of Photon)
Minecraft Forge 1.20.1

Photon & EpicFight


这是一个用于整合 Forge 模组的工具,旨在 Photon 粒子编辑器中预览 EpicFight 的骨骼动画,并将特效绑定到特定的骨骼上。


🎯 目的
该模块为 Photon VFX 编辑器添加了对 EpicFight 骨骼动画的支持,使特效创作者能够:
在粒子编辑器中加载玩家克隆体,并实时预览 EpicFight 动画。
将正在编辑的特效绑定到指定的骨骼上(位置和旋转会实时更新)。
通过指令在游戏中将特效绑定到玩家或实体的骨骼上。


🛠️ 功能

编辑器整合
动画控制面板 - 在编辑器的“视图”菜单中启用“动画控制”,即可搜索并播放 EpicFight 动画。
骨骼绑定输入框 - 输入骨骼名称(如 Root, Chest, Head),编辑器中的特效将根据该骨骼的位置和旋转实时更新。
骨骼名称自动补全 - 输入时,会反射 Armature(骨架)中的所有骨骼名称,提供模糊匹配的下拉建议,并支持页面滚动。
实时玩家同步 - 克隆体会每帧同步玩家的装备、生命值和吸收值。
预览开关 - 通过指令 /photon_preview 控制是否启用 EpicFight 预览。
游戏内指令
/bone play <命名空间> <路径> [骨骼名称] - 在指定骨骼上播放特效(默认为 Tool_R)。
/bone stop [骨骼名称] [命名空间] [路径] - 停止指定骨骼上的特效。
/bone list - 列出所有可用的特效。
/photon_EpicFight_Editor - 切换编辑器的 EpicFight 预览模式。
注:所有指令均支持 Tab 键自动补全(命名空间、路径、骨骼名称)。


⚙️ 动画驱动
使用 AnimationPlayer.tick() 自然推进动画时间,并设置 setHardPause(true) 以防止 ClientAnimator 干扰。
避免使用 modifyPose() / correctRootJoint(),直接读取 getRawPose() 以保留 Root 骨骼的位移。
动画结束后自动重置实体位置。


📖 使用说明
编辑器预览
要启用预览,请在游戏中输入 /photon_preview(再次输入可禁用)。
打开 Photon 粒子编辑器(/pe)。
在“视图”菜单中打开“动画控制”浮动窗口。
输入“动画资源路径”并点击播放。
在骨骼输入框中输入骨骼名称(如 Root, Chest),特效将跟随骨骼移动.


指令绑定

# 在 Tool_R 骨骼上播放来自 "epicfight" 命名空间的 "test" 特效
/bone play epicfight test Tool_R

# 在 Chest 骨骼上播放
/bone play epicfight test Chest

# 停止 Chest 上的所有特效
/bone stop Chest

# 停止 Chest 上指定的特效
/bone stop Chest epicfight test

# 停止所有骨骼特效
/bone stop

# 列出可用的特效
/bone list


📦 依赖
Photon - VFX 编辑器
EpicFight - 20.14.X
LDLib - UI 库(依赖于 Photon)
Minecraft Forge 1.20.1

Photon & EpicFight Integration

This is a tool for integrating Forge , designed to preview EpicFight skeletal animations within the Photon particle editor and bind visual effects to specific bones.

🎯 Purpose This module adds support for EpicFight skeletal animations to the Photon VFX Editor, enabling VFX creators to: Load a player clone into the particle editor and preview EpicFight animations in real-time. Bind the effect currently being edited to a specified bone (with real-time position and rotation updates). Bind effects to player or entity bones in-game via commands.

🛠️ Features Editor Integration Animation Control Panel - Enable "Animation Control" in the editor's "View" menu to search for and play EpicFight animations. Bone Binding Input Field - Enter a bone name (e.g., Root, Chest, Head), and the effect in the editor will update in real-time based on that bone's position and rotation. Bone Name Autocomplete - When typing, all bone names in the Armature are reflected, providing fuzzy-matching dropdown suggestions with support for page scrolling. Real-time Player Sync - The clone syncs the player's equipment, health, and absorption values every frame. Preview Toggle - Control whether EpicFight preview is enabled via the /photon_preview command. In-Game Commands /bone play [bone_name] - Play an effect on the specified bone (defaults to Tool_R). /bone stop [bone_name] [namespace] [path] - Stop effects on the specified bone. /bone list - List all available effects. /photon_EpicFight_Editor - Toggle the editor's EpicFight preview mode. Note: All commands support Tab completion (namespace, path, bone name).

⚙️ Animation Driving Uses AnimationPlayer.tick() to naturally advance animation time and sets setHardPause(true) to prevent interference from ClientAnimator. Avoids using modifyPose() / correctRootJoint(), directly reading getRawPose() to preserve Root bone displacement. Automatically resets entity position after animation ends.

📖 Usage Instructions Editor Preview To enable preview, enter /photon_preview in-game (enter again to disable). Open the Photon particle editor (/pe). Open the "Animation Control" floating window from the "View" menu. Enter the "Animation Resource Path" and click play. Enter a bone name (e.g., Root, Chest) in the bone input field; the effect will follow the bone's movement.

Command Binding

Play the "test" effect from the "epicfight" namespace on the Tool_R bone

/bone play epicfight test Tool_R

Play on the Chest bone

/bone play epicfight test Chest

Stop all effects on the Chest

/bone stop Chest

Stop a specific effect on the Chest

/bone stop Chest epicfight test

Stop all bone effects

/bone stop

List available effects

/bone list

📦 Dependencies Photon - VFX Editor EpicFight - 20.14.X LDLib - UI Library (dependency of Photon) Minecraft Forge 1.20.1

Photon & EpicFight

📚 概述

这是一个用于整合 Forge 模组的工具,旨在 Photon 粒子编辑器中预览 EpicFight 的骨骼动画,并将特效绑定到特定的骨骼上。

🎯 目的

该模块为 Photon VFX 编辑器添加了对 EpicFight 骨骼动画的支持,使特效创作者能够:

在粒子编辑器中加载玩家克隆体,并实时预览 EpicFight 动画。

将正在编辑的特效绑定到指定的骨骼上(位置和旋转会实时更新)。

通过指令在游戏中将特效绑定到玩家或实体的骨骼上。

🛠️ 功能

编辑器整合

动画控制面板 - 在编辑器的“视图”菜单中启用“动画控制”,即可搜索并播放 EpicFight 动画;

骨骼绑定输入框 - 输入骨骼名称(如 Root, Chest, Head),编辑器中的特效将根据该骨骼的位置和旋转实时更新;

骨骼名称自动补全 - 输入时,会反射 Armature(骨架)中的所有骨骼名称,提供模糊匹配的下拉建议,并支持页面滚动;

实时玩家同步 - 克隆体会每帧同步玩家的装备、生命值和吸收值;

预览开关 - 通过指令 /photon_preview 控制是否启用 EpicFight 预览。

游戏内指令

/bone play <命名空间> <路径> [骨骼名称] - 在指定骨骼上播放特效(默认为 Tool_R);

/bone stop [骨骼名称] [命名空间] [路径] - 停止指定骨骼上的特效;

/bone list - 列出所有可用的特效;

/photon_EpicFight - 切换编辑器的 EpicFight 预览模式。

注:所有指令均支持 Tab 键自动补全(命名空间、路径、骨骼名称)。

⚙️ 动画驱动

使用 AnimationPlayer.tick() 自然推进动画时间,并设置 setHardPause(true) 以防止 ClientAnimator 干扰。

避免使用 modifyPose() / correctRootJoint(),直接读取 getRawPose() 以保留 Root 骨骼的位移。

动画结束后自动重置实体位置。

📖 使用说明

编辑器预览

要启用预览,请在游戏中输入 /photon_EpicFight(再次输入可禁用);

打开 Photon 粒子编辑器(/photon_editor);

在“视图”菜单中打开“动画控制”浮动窗口;

输入“动画资源路径”并点击播放;

在骨骼输入框中输入骨骼名称(如 Root, Chest),特效将跟随骨骼移动。

指令绑定

在 Tool_R 骨骼上播放来自 "epicfight" 命名空间的 "test" 特效。

/bone play epicfight test Tool_R

在 Chest 骨骼上播放。

/bone play epicfight test Chest

停止 Chest 上的所有特效。

/bone stop Chest

停止 Chest 上指定的特效。

/bone stop Chest epicfight test

停止所有骨骼特效。

/bone stop

列出可用的特效。

/bone list

📦 依赖

Photon - VFX 编辑器;

EpicFight - 20.14.X;

LDLib - UI 库( Photon前置库);

Minecraft Forge 1.20.1。Real-time editing within the editor

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  • 7c894506-da94-40ec-a0ba-4dd5f1024418.png
    7c894506-da94-40ec-a0ba-4dd5f1024418.png 7c894506-da94-40ec-a0ba-4dd5f1024418.png
  • 244e9b6d-b730-450f-8512-51d0dd028202.png
    244e9b6d-b730-450f-8512-51d0dd028202.png 244e9b6d-b730-450f-8512-51d0dd028202.png

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