I'm using the Faithful 32x pack, and re-texturing some of the items has become one of my favorite things. But, I've really wanted to re-texture and animate my flint and steel to make it look like a lighter, but I didn't know how. This video really helped! It's simple, straightforward, and it didn't overwhelm me with unnecessary details. Thank you for this amazing tutorial!! A liitle tip for all you that wish to re-texture or even animate; be sure to keep a copy of the original texture when you override the file in the games folder in case you mess up or want to go back to the default texture of the item. I have 2 separate ZIP files of my texture pack for this reason.
dude your channel is just amazing ! I'm french and i've been making my own personnal pack based on others packs and some crzations of my own, i love this aspect of minecraft and i think your channel is really cool ! +1 sub ! keep going :)
@@UncleJam Love from France ! I learned so much from you I'll be able to make my own resource pack and boy it'll be GLORIOUS ! I'll be sure to credit you as my mentor..? I guess haha
This was the first video I seen from you , Uncle Jam, and is always the video I reference when making a resource pack. Your video has helped me a TON over the years and I am grateful to have learn and come back to such informational videos as your. Thank you, I can't wait to learn more from you!
Hey quick note for some people, when doing the strip for the animation for the iron ingot, make sure from the bottom of one iron ingot to the top of the one below it, make sure it is five pixels otherwise it will make the animation jump up and down.
@@pestelliludovico2810 You need to start counting the pixels down from the lowest point of the first iron ingot, then count to 5 downwards and place the other iron ingot there.
Thank you so much; this was very easy to follow for someone that doesn't have much knowledge about coding. I was able to animate one of my textures for my personal resource pack and it worked perfectly!
There is another modifyer, that is not shown hee: "interpolate": true, put it intu the { "animation": { } } together with a long frametime to get a smooth effect of blending one frame into another. You can see this at the little "led-lights" on a command-block. I also used it to mape the animations of lanterns and sea-lanterns more smooth.
@@spycat2113 There is no way to only animate lit tnt, so I animated it all, and made a writing for when to lit it and it counts down, I use it to get precise tnt jumps in bedwars
Dude thank you so much that time index thing that's going to save me so many frames I used to add in like tons and tons and tons of blank frames to get that same effect which is harder on the computer I wish I'd have known this a long time ago thank you
@Kàeda [PU] I think it’s only possible with optifine to animate armour. Check his animated GUIs tutorial I think it’s in there. If not it should be a similar method
Probably because you messed up the centering of the textures. Watch 3:10 again and be sure to do what he says. Your item is probably jumping up and down because one frame is a pixel too high or low.
I recommend piskel because there is an option to literally make it into the format at 3:10 automatically in the png section of export. Only bad thing is that you can't have semi-transparent things.
Because TNT has multiple files (tnt_top.png tnt_side.png tnt_bottom.png) is it possible to animate TNT? And if so, do I just do the same thing to each one of the TNT texture files? edit: how do you make it fullbright without changing your gamma setting (I heard it was some kind of light level file)
@Eric Jin yes you can animate tnt just make a mcmeta and png for each side. I don’t think it’s possible to change the brightness without changing the gamma. At least not without a shader. Just change the gamma level in your options.txt file inside the .minecraft folder
help with "frametime" for delay it uses minecrafts time setting ticks (20 ticks per 1 Second), So by putting "frametime": 20, it will deplay 1 frame per second and put it to 10 then 2 frames per sec
Help? I made an animated Diamond.png and followed all the steps very carefully, yet (1.14.4) I get the terrible box of purple and black that shows you something is a failure. I named the JPG right and everything. I replaced the normal diamond with my new one and I don't know what to do.
Nevermind! I figured it out. I am a Windows 10 user and my problem was the encoding format of my animation text file. I had to set the encoding preset to UTF-8, and that fixed the problem for me. Hopefully this helped!
Good Job on the Vids! Here's +1 sub! I've been creating a resource pack for my brother and he wants me to animate it! This tutorial REALLY helped... Also I feel bad for the people that work with MS Paint...
This is great, but is it possible to adjust general frametime and change how long time is spent on a specific frame? Or do I just set the the desired time by doing the index thing..?
Is it possible to have both a random texture, AND have it animated? like having different colors of glowstone that all have their own animations like having 3 different animated textures for the same block.
Sure, as long as you make the blockstates file that allows the block model to be randomly picked, and the dimensions of the texture of the side are [16x (multiple of 16)], you can have several randomly picked blocks, all animated, or even some animated, some static. Of course, the glowstone block model being "parent": "cube", this means all 6 sides will take the same texture, so you don't have to worry about some sides being animated and some not, unless you explicitly tell the model to look like that!
can someone give me the script where I can change the frametime and the frames? rn I have this: { "animation": {frames: [ { index: 0, time:60}, 1, 2, 3, 4, 5, 6 ] } } I also want to edit the frametime to 7 but idk where to put it
I keep getting the missing texture tiles. I put it as 4 frames. 16x64. Its all equal. I have the mcmeta file as this: { "animation": {} } { "animation": { "frametime": .4 } } And I named it diamond.png.mcmeta. Can someone tell me what I'm doing wrong?
@@enchanted_games Need help bro! I do this with kelp: { "animation": { "frames" :[0, 1, 2, 3, 4, 5, 6, 7, 8, 9], "frametime":3 } } It was already not working when I pick it up on the laacis2's natural1k+1.14 (it is a 1024*1024 pack)(this pack is buged as f***, when I reload it, it sometimes show the wrong textures...)
Thank you. I am currently working on a resource pack for DJtastymod which is a mod that allows you to get a Cape. In the resource pack i made 2 really rare capes and now im working on an animated cape
I've done everything correctly (atleast I think) few times and double-checked everything. I animated my inventory, but in-game, all 9 frames are stacked up on each other. I think my code is the one causing this. Any advice? Thanks!
Make sure the code that you put in is the only stuff in the notes for the notepad, this is how I fixed this problem for myself. (Yes I know this is 10 months late but hopefully this will help anyone passing by with this problem.)
you have to have an mcmeta file after it, so for example: photo: iron_ingot.png mcmeta file: iron_ingot.png.mcmeta i hope this helped reply back if you have any questions
I use nova skin for the animated textures, for me theres already frames for me to make the animation. Once i make the png file, its not vertical and lined up, its just a square with the frames i created. i followed everything in the video, and i have optifine with animated textures on. Though when i go in game its just a box with individual frames. pls help.
Thank You so much, there is a ton of other videos that are horrible, like one video said instead of doing on the mcmeta file dou should name it iron_ingot_png.mcmeta like it should be .png not _png so thanks you gained a like and sub
When I use it in Minecraft, the texture is just *gone*, you know the purple and black thing... I'm on Windows and I don't understand why it doesn't work.
how do i make the size of the frame bigger then 16x16? my item texture that i want to animate is bigger then 16x16 and the animation in game is working but not like i want it to look like
Good question man. In order to create an animation with a dimension other than 16x16, you need to create the size of your animation frames image to match your dimensions. The width is always the resolution of your image; if it is 32x32 than your width is going to be 32. The height is always the width multiplied by the number of animation frames that you want to have (32 x N). I just used 32x32 as an example however it can be any resolution (64, 128, 256, etc..). Hopefully that makes sense! To create the image size just use your image editing software to set the dimensions of your animation frame image.
bruh, am kinda mad rn. I spent like 3 hours doing a animation it was for the gui. I was wondering why it wasn't working.... am commit sewer dye now bye
4 years and it is still a useful tutorial!
now 6 and still useful
You def deserve more subs, this content is straight to the point, and easy to understand! Keep up the amazing work!
he does tho
Thanks this was driving me crazy all I had to do is to add ".png" within the mcmeta name… 🤦♀️
IKR SAME
HAHAHA it happened to me too... is such a subtle shange that is easily forgettable
This is one of the simplest tutorials on anything I've seen in a while, and is delivered really well!
I'm using the Faithful 32x pack, and re-texturing some of the items has become one of my favorite things. But, I've really wanted to re-texture and animate my flint and steel to make it look like a lighter, but I didn't know how. This video really helped! It's simple, straightforward, and it didn't overwhelm me with unnecessary details. Thank you for this amazing tutorial!!
A liitle tip for all you that wish to re-texture or even animate; be sure to keep a copy of the original texture when you override the file in the games folder in case you mess up or want to go back to the default texture of the item. I have 2 separate ZIP files of my texture pack for this reason.
dude your channel is just amazing !
I'm french and i've been making my own personnal pack based on others packs and some crzations of my own, i love this aspect of minecraft and i think your channel is really cool ! +1 sub ! keep going :)
Thank you brother! I really appreciate the encouragement! Glad you enjoy the videos, more on the way!
@@UncleJam Love from France ! I learned so much from you I'll be able to make my own resource pack and boy it'll be GLORIOUS ! I'll be sure to credit you as my mentor..? I guess haha
Ikr
I love that this video is STILL helpful. 1.14.4 Also this is the best tutorial I've found overall for this.
1.16, soon to be 1.17, this STILL works, I mean of course it does, but it's worth it to say that this still works and is an amazing tutorial
Can add multipl of these at the same time if so how?
Thank you so much, even though I probably spent 2 hours trying to animate an iron ingot texture.
the "interpolate": true parameter gives the item a texture shifting/blending effect like prismarine, and it allows ambient color shifting. :)
Thank to you now I have a miniature version of me that blinks as my totem of undying :D
I just made my totem of undying into an among us twerking gif
umm can you help me do it with a fire charge? for 1.8.9
This was the first video I seen from you , Uncle Jam, and is always the video I reference when making a resource pack. Your video has helped me a TON over the years and I am grateful to have learn and come back to such informational videos as your. Thank you, I can't wait to learn more from you!
I love how straight forward this is, no sinanigans at all.
6 years later bro ilysm this has helped me alot
So, I just found out about your channel and LOVE IT... KEEP THAT WORK UP, NEW SUB!
This tutorial is so easy to follow. I don't care how long the video has been up.
Hey quick note for some people, when doing the strip for the animation for the iron ingot, make sure from the bottom of one iron ingot to the top of the one below it, make sure it is five pixels otherwise it will make the animation jump up and down.
hey, i am trying to do it, but even if the space between the item is five pixels it still jumps up and down
@@pestelliludovico2810 You need to start counting the pixels down from the lowest point of the first iron ingot, then count to 5 downwards and place the other iron ingot there.
@@calax7147 i noticed now what i was doing wrong
thanks for explaining so good lol I understood everything
Thank you so much; this was very easy to follow for someone that doesn't have much knowledge about coding. I was able to animate one of my textures for my personal resource pack and it worked perfectly!
There is another modifyer, that is not shown hee:
"interpolate": true,
put it intu the
{ "animation": { } }
together with a long frametime to get a smooth effect of blending one frame into another.
You can see this at the little "led-lights" on a command-block.
I also used it to mape the animations of lanterns and sea-lanterns more smooth.
you can also do this with paintings (i tried in 1.19.2) just the same as you would regular items
thanks helped me to undestand what the heck they did with the magma texture of the magma block :D
yay finally i found the thing i needed
Thank you man! Now my textures work very well!
Love this! Almost no one covers this topic and it's a blessing that you did, since i want to make a tnt that has a countdown on the texture!
How do you do this? Since only non lit TNT is in the blocks folder, where do you edit lit tnt? in the entity folder?
@@spycat2113 There is no way to only animate lit tnt, so I animated it all, and made a writing for when to lit it and it counts down, I use it to get precise tnt jumps in bedwars
@@alessionaldoni5907 oohhh got it. Thanks!
Dude thank you so much that time index thing that's going to save me so many frames I used to add in like tons and tons and tons of blank frames to get that same effect which is harder on the computer I wish I'd have known this a long time ago thank you
3 years later, but how can I get this to work with armor? I've already got it working with items, but this method doesn't seem to work with armor
@Kàeda [PU] I think it’s only possible with optifine to animate armour. Check his animated GUIs tutorial I think it’s in there. If not it should be a similar method
how do you combine frametime and frame delay?
@Furyious look at the prismarine one in the default textures.
Excellent tutorial, thank you!
can you help me my iron ingot display is just the png jumping up and down
Probably because you messed up the centering of the textures. Watch 3:10 again and be sure to do what he says. Your item is probably jumping up and down because one frame is a pixel too high or low.
Mrcrayfish now has an animated texture tool. Check it out of you need help.
I recommend piskel because there is an option to literally make it into the format at 3:10 automatically in the png section of export. Only bad thing is that you can't have semi-transparent things.
thank you so much for this!!
Nice work Nice Video your voice is satisfying :)
Because TNT has multiple files (tnt_top.png tnt_side.png tnt_bottom.png) is it possible to animate TNT? And if so, do I just do the same thing to each one of the TNT texture files?
edit: how do you make it fullbright without changing your gamma setting (I heard it was some kind of light level file)
@Eric Jin yes you can animate tnt just make a mcmeta and png for each side.
I don’t think it’s possible to change the brightness without changing the gamma. At least not without a shader. Just change the gamma level in your options.txt file inside the .minecraft folder
Doesn't work. (1.16.1) It's the broken pink and black square.
Ik pls help
help with "frametime" for delay it uses minecrafts time setting ticks (20 ticks per 1 Second), So by putting
"frametime": 20, it will deplay 1 frame per second and put it to 10 then 2 frames per sec
How do I make ir for a pickaxe? (I think this is dumb question)
Thanks this helped a lot. You just earned a sub. Great channel and keep making vid
Help? I made an animated Diamond.png and followed all the steps very carefully, yet (1.14.4) I get the terrible box of purple and black that shows you something is a failure. I named the JPG right and everything. I replaced the normal diamond with my new one and I don't know what to do.
Nevermind! I figured it out. I am a Windows 10 user and my problem was the encoding format of my animation text file. I had to set the encoding preset to UTF-8, and that fixed the problem for me. Hopefully this helped!
@Apallo Cloud the image format MUST be png or Minecraft won’t load it
It doesn't work. it comes up with the black and purple box of doom
That is the texture when you break something (Like delete all the texture files)
@@ethanbennett7 I don't think you need optifine. I don't have it and I've gotten resource packs with custom animations
try this:
{ "animation": {frames: [ { index: 0, time:20}, 1, 2, 3 ] } }
@Nothing To See Here Thanks! That helped!
same
I found out how to do it myself but I still needed help so i watched again (1.14.2)
My render distance is 96 chunks but I still can't see who asked.
tutorial worked, thaks alot 👍
Epic video!
FYI you can use this for any texture if you have Optifine
Thanks you helped me alot
Good Job on the Vids! Here's +1 sub! I've been creating a resource pack for my brother and he wants me to animate it! This tutorial REALLY helped... Also I feel bad for the people that work with MS Paint...
Why would someone use MS Paint? Just use paint.net or GIMP
Jayden Snyder Wait who makes a texture pack with mspaint
i feel bad for mac users
@@noahk u dont need too lmao
@@noahk im on mac and i use krita
Amazing!
This is great, but is it possible to adjust general frametime and change how long time is spent on a specific frame? Or do I just set the the desired time by doing the index thing..?
yes just go into the .mcmeta file and adjust the frame time
thank you man :)
Incredibly well done 🏆
Excellent tutorial
Thank you 💯👍🏼👍🏼
Thank you
Now i can finally do stuff on macs ;) tysm
Could you do a tutorial of how to make an animated pumpkin blur? it would be very helpful
tyvm this really helped +1sub
for my text document i can set it as western font but i can't save it as western only UTF-8 or ANSI. Don't know if that's actually n issue or not.
@BigPintoBeans make it plain text
thanks fam it worked
Is it possible to have both a random texture, AND have it animated?
like having different colors of glowstone that all have their own animations
like having 3 different animated textures for the same block.
Sure, as long as you make the blockstates file that allows the block model to be randomly picked, and the dimensions of the texture of the side are [16x (multiple of 16)], you can have several randomly picked blocks, all animated, or even some animated, some static. Of course, the glowstone block model being "parent": "cube", this means all 6 sides will take the same texture, so you don't have to worry about some sides being animated and some not, unless you explicitly tell the model to look like that!
can someone give me the script where I can change the frametime and the frames? rn I have this:
{ "animation": {frames: [ { index: 0, time:60}, 1, 2, 3, 4, 5, 6 ] } }
I also want to edit the frametime to 7 but idk where to put it
replace all other frame numbers with {index: 0, time:7}
and replace the "0" there with your frame-numbers.
Is that possible to annimate the Custom Item in the mcPatcher file?
@Ceeblim yes it should be the exact same method
it works its realy good ty man
That cactus is creepy.
TYSM THIS WORKS
ty so much
plz help how to animate a chest
@Sergii you can’t unfortunately. Might be possible with optifine tho
That's awsome.
What command did you use to reload the pack?
F3 + T
@@PetrTech Thank you
I keep getting the missing texture tiles.
I put it as 4 frames. 16x64. Its all equal.
I have the mcmeta file as this:
{
"animation": {}
}
{ "animation": { "frametime": .4 } }
And I named it diamond.png.mcmeta.
Can someone tell me what I'm doing wrong?
Anothuor try typing it like this:
{ “animation”: { “frametime”: 4}}
Hope that helps
@@enchanted_games Need help bro! I do this with kelp:
{ "animation": { "frames" :[0, 1, 2, 3, 4, 5, 6, 7, 8, 9], "frametime":3 } }
It was already not working when I pick it up on the laacis2's natural1k+1.14 (it is a 1024*1024 pack)(this pack is buged as f***, when I reload it, it sometimes show the wrong textures...)
@@_underscore_2381 try using this:
{
"animation": {
"frametime": 3,
"interpolate": false,
"frames": [
0,
1,
3,
4,
5,
6,
7,
8,
9
]
}
}
or if that doesn't work then:
{
"animation": {
"frametime": 2
}
}
Hope that helps!
Does it work with paintings?
hi can i animate the pumpkinblur? i have done it so its a camera and id like to get the red dot flash on and off
@Markus I’m not sure if that is possible. I’ve never tried it before tho so idk
Thank you. I am currently working on a resource pack for DJtastymod which is a mod that allows you to get a Cape. In the resource pack i made 2 really rare capes and now im working on an animated cape
So useful
Hey, I found this very useful but i am testing weather this is still usable for other platforms such as pe
Nope
Yes the making of the .png is but the .mcmeta is slightly different. Look at the default bedrock edition textures for help.
is it possible to make a annimation from a mp4 video? like a website or a script
Thanks for answering.
same just get the purple block and YES i do have terrain animation on optifine
Make sure the dimensions of the png are correct 16x48 for example if that still doesn’t work then it’s your .mcmeta causing the problem
I've done everything correctly (atleast I think) few times and double-checked everything. I animated my inventory, but in-game, all 9 frames are stacked up on each other. I think my code is the one causing this. Any advice? Thanks!
Make sure the code that you put in is the only stuff in the notes for the notepad, this is how I fixed this problem for myself.
(Yes I know this is 10 months late but hopefully this will help anyone passing by with this problem.)
@@skibitypop ik its very late but that is the only thing in the note pad and it wont work do you have any advice
Thank you :)
when I do this it pops up as a purple and black square and I've tried so many tutorials and its always the same how do I fix this?
"kool" theres ANOTHER +1 sub for making kool tutorials and stuff :P
kool isn't cool
Rather than being animated, the texture is just a spreadsheet of the different frames
you have to have an mcmeta file after it, so for example:
photo: iron_ingot.png
mcmeta file: iron_ingot.png.mcmeta
i hope this helped reply back if you have any questions
how to i get it so that it has 3 frames per econd but has a pause for 9 frames on frame 0?
i cant seem to get this to work. dont know if its all changed now. it just makes what ever item i have show as 4 lots like the image shows
32x32 animated block?
Can you do this for windows 10?
@Much Grammar yes it is exactly the same but you don’t need to change the formatting of the text file
how would i make it where it displays frame 7 and 21 for 60 ticks, and every other frame for 3? for instance, i have 24 frames in my texture
ive beeen having trouble animating on the new 1.4 update certain textures arnt working and i dont know why.
same
CaptainBeatDown make sure you name the textures to the correct 1.14 names as many of the names got changed in 1.13+
Your the best
I use nova skin for the animated textures, for me theres already frames for me to make the animation. Once i make the png file, its not vertical and lined up, its just a square with the frames i created. i followed everything in the video, and i have optifine with animated textures on. Though when i go in game its just a box with individual frames. pls help.
mine works but theres a problem pls tell me how to fix it the animation is upwards to downward and is obvious
Thank You so much, there is a ton of other videos that are horrible, like one video said instead of doing on the mcmeta file dou should name it iron_ingot_png.mcmeta like it should be .png not _png
so thanks you gained a like and sub
hey, when i press save i cant find the text encoding it only shows file format, pls help!
IT WORKS!!! thx!
When I use it in Minecraft, the texture is just *gone*, you know the purple and black thing... I'm on Windows and I don't understand why it doesn't work.
r u usin optifine?
@@felinin No
@@goatyqt4553 use it
When ur on the optifine go to the option: "quality" and press "natural resourses"
Thx now i made my own texture pack
I CANT MAKE THE TEXT FOLDER PLS HELP ME I want to make 7 part animation Golden apple
i need help i have it exactly like his and it shows the purple and black box
Can you turn the animation on and off while playing Minecraft?
TYSM!
how do i make the size of the frame bigger then 16x16?
my item texture that i want to animate is bigger then 16x16 and the animation in game is working but not like i want it to look like
Good question man. In order to create an animation with a dimension other than 16x16, you need to create the size of your animation frames image to match your dimensions. The width is always the resolution of your image; if it is 32x32 than your width is going to be 32. The height is always the width multiplied by the number of animation frames that you want to have (32 x N). I just used 32x32 as an example however it can be any resolution (64, 128, 256, etc..). Hopefully that makes sense! To create the image size just use your image editing software to set the dimensions of your animation frame image.
Uncle Jam thx 👍
I have 1 problem, the whole thing turned out wonderful with my 17 frame sign, but at the last frame there is white corners that I can not delete
*"animation": "frames": [0, 1, 2, 3, { "index": 1, "time": 10} ["frametime":2,"interpolate": false}}* should that work?
bruh, am kinda mad rn.
I spent like 3 hours doing a animation
it was for the gui. I was wondering why it wasn't working....
am commit sewer dye now bye
he said only blocks and items :I
@@Oceans24misson thanks for commenting on a 8 month old post that I really don't care about anymore mate