VoxelFX

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VoxelFX

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Animate client-side block & item display entities with keyframes, easing functions, and much more!

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NeoForge
Minecraft
26.2

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About

Project Details

Type
Mod
License
GNU General Public License v3.0 only
Latest Version
1.0.0+26.2
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Modrinth ID

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About

Description

VoxelFX

Animate client-side block & item display entities with keyframes, easing functions, and much more!
Make cool VFX like this

Features

Animated Block & Item Displays

Animate block and item displays separately or together. blocks_and_items

Keyframes & Easings

Use keyframes with easings to make super smooth animations for any movement you want. Reference easings.net to visualize easings, or test them out in game.
keyframes_and_easings

Overlays

Tint any block (including weird shapes like lecterns) any color. Intensity controls how opaque the tint is, and overlays support keyframes just like every other property.
Does not support items.
overlay

Animation Queueing & Inheritance

Queue animations to play one after another, or override the current animation immediately. Animations can inherit properties from whichever animation played before them to reduce boilerplate.
queue_and_inheritance

Looping & Callbacks

Loop animations a fixed number of times or infinitely. Hook into callbacks to trigger logic at any point in an animation's lifecycle.
loops_and_callbacks

Per-Frame Modifiers

Apply custom per-frame modifiers on top of the keyframed values, for effects like wobble, sway, or pulsing that aren't easily expressed as keyframes alone.
Note: These should be scaled by the context's interpolatedTicks so everything stays consistent with any framerate.
per_tick_modifiers

Entity Binding

Bind animations to follow entities with an optional offset. Can operate in either global or local space.
Showcased in the Nova Bomb video.

Builder API

A fluent builder that lets you construct animations declaratively, chaining translation, scale, rotation, overlay, and block/item channels with minimal boilerplate.

Limitations

NeoForge 26.1.2+
This mod is client-only, meaning all effects will have to be triggered with your own code. For instance, sending a packet from server -> client, telling the client to play that animation.
Animations are designed to be purely visual - do not try to alter the game state using them.

Also, due to the clent-only nature of the mod, display entities do not natively support being saved to the world/persisting animations. You'd have to write your own system for that.

General Use:

VoxelFX has some commands that can be run with /voxelfx. Most notably, the demo command can be used to run built-in demo animations. Also important - the clear command will clear out the entity cache, removing all VFX entities in case anything breaks.
You can also pause, resume, stop, or set the play speed of all VFX entities. This is not a global state - it applies only to the entities that exist when the command is run.

Documentation

See the GitHub wiki.

VoxelFX

Animate client-side block & item display entities with keyframes, easing functions, and much more!
Make cool VFX like this:

Features

Animated Block & Item Displays

Animate block and item displays separately or together.

View Demo
blocks_and_items

Keyframes & Easings

Use keyframes with easings to make super smooth animations for any movement you want. Reference easings.net to visualize easings, or test them out in game.

View Demo
keyframes_and_easings

Overlays

Tint any block (including weird shapes like lecterns) any color. Intensity controls how opaque the tint is, and overlays support keyframes just like every other property.
Does not support items.

View Demo
overlay

Animation Queueing & Inheritance

Queue animations to play one after another, or override the current animation immediately. Animations can inherit properties from whichever animation played before them to reduce boilerplate.

View Demo
queue_and_inheritance

Looping & Callbacks

Loop animations a fixed number of times or infinitely. Hook into callbacks to trigger logic at any point in an animation's lifecycle.

View Demo
loops_and_callbacks

Per-Frame Modifiers

Apply custom per-frame modifiers on top of the keyframed values, for effects like wobble, sway, or pulsing that aren't easily expressed as keyframes alone.
Note: These should be scaled by the context's interpolatedTicks so everything stays consistent with any framerate.

View Demo
per_tick_modifiers

Entity Binding

Bind animations to follow entities with an optional offset. Can operate in either global or local space.
Showcased in above Nova Bomb video.

Builder API

A fluent builder that lets you construct animations declaratively, chaining translation, scale, rotation, overlay, and block/item channels with minimal boilerplate.

Limitations

NeoForge 26.1.2+
This mod is client-only, meaning all effects will have to be triggered with your own code. For instance, sending a packet from server -> client, telling the client to play that animation.
Animations are designed to be purely visual - do not try to alter the game state using them.

Also, due to the clent-only nature of the mod, display entities do not natively support being saved to the world/persisting animations. You'd have to write your own system for that.

General Use:

VoxelFX has some commands that can be run with /voxelfx. Most notably, the demo command can be used to run built-in demo animations. Also important - the clear command will clear out the entity cache, removing all VFX entities in case anything breaks.
You can also pause, resume, stop, or set the play speed of all VFX entities. This is not a global state - it applies only to the entities that exist when the command is run.

Documentation

See the GitHub wiki.

Screenshots

Gallery

  • Per-Frame Modifiers
    Per-Frame Modifiers
  • Queue & Inheritance
    Queue & Inheritance
  • Loops & Callbacks
    Loops & Callbacks
  • Overlay
    Overlay
  • Keyframes & Easings
    Keyframes & Easings
  • Blocks & Items
    Blocks & Items

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