How to get to the Animation window
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Open your AzureLib project in Blockbench and you'll see (by default) to the far right side a tab called
Animate -
Click this and you will now now be in the Animation tab.
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Create a new animation in the Animations panel on the left side by pressing the + icon and name it whatever you want. (Example: animation.idle)
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You can select the bones and start animating!
Here is a video guide that covers some basics of animating in Blockbench, it's not exactly for AzureLib but applies about 90%
How to use use Easings
What is an Easing Curve? An easing curve is a mathematical function used to make animations feel more natural and dynamic. Instead of using a straight, linear transition, it controls how the animation progresses over time.
How Does it Work?
Rather than moving at a constant speed, the animation's progress (or "tween") follows the shape of the easing curve. This allows for a variety of effects, such as:
- Smooth start and stop: The animation gradually speeds up and slows down.
- Overshooting: An object goes past its destination and slides back into place (using a "back" curve).
- Bouncing: An object bounces as it reaches its target (using a "bounce" curve).
Easing curves help make animations look more realistic and visually appealing.
Info
Image Credit to Unity-EasingLibraryVisualisation

How to use Molang
Info
See Adding Custom Molang Queries for how to register your own Molang Queries.
Molang empowers you to input mathematical expressions as keyframe values, extending beyond mere numerical inputs. You can employ mathematical functions such as math.sin, math.cos, and math.abs. Detailed information on these math functions can be found on the Bedrock Wiki.
Supported Queries
query.anim_time- Represents the animation time in seconds.
query.actor_count- Returns the number of entities currently loaded in the world.
query.time_of_day- Represents the current time of day in the game as a fraction (0.0 to 1.0).
query.moon_phase- Returns the current phase of the moon as an integer (0 to 7).
query.distance_from_camera- Returns the distance between the entity or object and the camera/player.
query.is_on_ground- Returns whether the entity is on the ground (
trueorfalse).
- Returns whether the entity is on the ground (
query.is_in_water- Returns whether the entity is currently in water.
query.is_in_water_or_rain- Returns whether the entity is in water or exposed to rain.
query.health- Returns the current health of a living entity.
query.max_health- Returns the maximum health of a living entity.
query.is_on_fire- Returns whether the entity is on fire.
query.on_fire_time- Indicates the amount of time the entity has been on fire.
query.ground_speed- Represents the entity's movement speed while on the ground.
query.yaw_speed- Represents the rate of change of the entity's yaw (horizontal rotation).
query.head_pitch- Represents the vertical rotation of the entity's head (looking up or down).
query.head_yaw- Represents the horizontal rotation of the entity's head relative to the body.
query.hurt_time- Returns the remaining time in the entity's hurt animation.
query.is_baby- Returns whether a living entity is a baby.
query.is_blocking- Returns whether the entity is actively blocking (e.g., holding a shield in defense).
query.is_using_item- Returns whether the entity is actively using an item (e.g., eating or drinking).
query.in_air- Returns whether the entity is currently off the ground (e.g., jumping or falling).
query.item_current_durability- Represents an item’s durability as a fraction of its maximum durability.
query.item_is_enchanted- Returns whether the item is enchanted.
query.limb_swing- Represents the current state of the entity's limb swinging animation (e.g., for walking or running).
query.limb_swing_amount- Represents the intensity or speed of the entity's limb swing animation.
query.life_time- Represents the total lifetime of the entity or object, in seconds.
How to add Effect Keyframes
Please see Adding Effect Keyframes for this.
