//** English **//
## Description:
This is a sort of Terms of Use for this resource pack.
I know you don't like to read this stuff, but for the sake of keeping my spirit alive, please read it.
Please make sure you read it all and use it properly. Please do.

## About this Resource Pack
This resource pack aims to improve almost all player animations that keep breaking since Minecraft: Bedrock Edition 1.13.0.
So if the official word is that it's a difference between Java Edition parity and Bedrock Edition parity, it's not a bug and we won't be making any fixes (or maybe improvements if it's pretty bad).
However, if the player's attack animation doesn't affect the direction they are facing, or if a Skip Animation Bugs, or anything else that is obviously bad for the eyes, it is definitely a bug and will be fixed.
This only fixes the area that is data-driven, so we have done very little to fix things like first-person items, but we will in the future.
We have not made any major changes to the animations of other entities, or to anything else that might destroy their appearance.

## PLEASE DO NOT!
<!-- Even if it is not included here, please be sure to let us know in advance if you are going to touch anything code-related that is not included in the "Things You Can Do" section. Please feel free to do so. I may be late in responding, but I will always try to get back to you. -->

　1: Resource Pack Code:
　　1.01: Unauthorized use of the code in this resource pack in your own resource packs or clients
　　1.02: Modifying or remixing this resource pack and releasing them without my permission.
　　1.03: Displaying the code in other places.

　2: Use Resource Pack:
　　2.01: The act of using resource packs for custom clients.
　　2.02: Use for distributing worlds without prior notice.
　　2.03: Use on servers, etc. without prior notice (Realms included)


## YOU CAN IT.

　1: Resource Pack Code:
　　1.01: Modification of the resource pack for personal use and not to give the resource pack to others.
　　1.02: Use the code in the resource pack as a reference for a bit (do not paste or transcribe as is)

　2: Use Resource Pack:
　　2.01: Adding resource packs as add-ons only for personal use worlds, for example.
　　2.02: Of course, I don't want to mislead you, so I'll write this down. Set it to a global resource.



## Fixed:
*** 1.2+ ***
1: Third-person breath bob animation lacks Rotation X.

*** 1.13.0+ ***
// Third Person / Other Players:
002: Incorrect hand position and broken attack animatiom [MCPE-54697]
003: Player arm swinging animation has 1 frame missing/cut off [MCPE-50236 / MCPE-133777]
004: left hand in the attack animation does not swing up and down.
005: left-right swaying of the torso in the attack animation is too weak.
006: left leg of the Bob animation is missing - it was implemented around 0.12.0 and removed around 1.13.0, so the disappearance is a bug.
007: speed of Bob's animation is being rounded off.
008: direction of the arm when the bow is held is not correct.
009: right hand does not bob up and down while charging a crossbow - This was implemented around 1.10.0 and removed around 1.13.0, so the disappearance is a bug.
010: Crossbow is not facing the right way when it is held.
011: Sneak is falling apart all over the place.
012: Player when entering swimming mode shakes, legs still moves when player is not moving [MCPE-49621]
013: Player model isn't centered when swimming [MCPE-122663]
014: When flying in Elytra, the player's center is not in the torso.
015: Adjust the orientation of the player's head so that it does not move 90 degrees to the side.
016: way the player's head moves is now consistent with Java Edition. - This is a bug that disappeared in Bedrock Edition, as it disappeared in 1.2.0.
017: Backed an animation that plays when the player takes damage and moves their arms and legs forward.
018: Smoothed out the eating animation.
019: Changed the eating animation to affect the direction the player is facing.
020: Play walking animation when torso orientation changes - This was implemented around Bedrock Edition 0.13 and removed around 1.4.0, so it's a bug that disappeared.

// First Person:
021: Attack animations have been adjusted to be smoother.
022: Arm seems to be out of place [MCPE-47877]
023: When you possess a map, only the Y coordinate changes, not the direction of your arm.
024: The attack animation when holding the map is quite off.
025: Walking animation is too strong. - **Note: The fix for this bug only applies to bare hands and Attachable items. All other items are not data-driven and cannot be fixed. **

*** 1.14.0+ ***
// First Person:
026: Hand moves too much when View Bobbing is enabled [MCPE-54072] - Fixed 1.16.0, but return 1.17.0.

*** 1.16.100+ ***
// First Person:
027: Invisible hands when holding a map [MCPE-100259]

*** 1.16.210+ ***
// Third Person:
028: Z coordinate of the crossbow is offset by 1.
029: The crossbow is depicted upside down.

// First Person:
030: The pull animation of the bow is not correct.
031: The animation when guarding with a shield is not correct.
032: Trident's pull animation is too slow.
033: The breath bob animation of Attachable items is too slow and too strong.
034: The crossbow is depicted upside down.
035: The breathing bob of the crossbow does not bob up and down.
036: Attack animations for Attachable items are broken. - Note: A fix is in progress. Full fix is considered quite difficult due to bare hands.

*** 1.16.220+ ***
// First Person:
037: Even if don't have a shield in your off hand, the crossbow will not be set in the center.

*** 1.17.0+ ***
// Third Person:
038: The most use the spyglass, the position of my hand and the spyglass are sometimes far apart. - Note: Bug fix is in progress.

// First Person:
039: Spyglass isn't positioned correctly in hand [MCPE-125785] - Note: It is quite likely that this is a vanilla parity difference and may be reverted to vanilla.

*** 1.17.30+ ***
// First Person:
040: Bow shakes when not drawing to shoot at all [MCPE-138993]



## Known issues when using the resource pack at this time (as of 05:51, 2021/09/28)
1: The third-person attack animation is not smooth. - This is a limitation of the creator. Sorry about that. I'll fix it when I find a way to fix it in the future.
2: First person attack animations are squishy. - I know what's causing it, but I can't seem to fix it completely. It doesn't bother me at normal destruction speed.
3: Attack animations when holding first person attachable items don't match other items (probably impossible to be 100% sure) - I'm sorry, but it's a different spec and might be very difficult to fix. I'm trying my best to find a way to fix it! >_<
4: When stopped in the first person view, the hand keeps moving a little bit, and after about 5 seconds, it stops completely. - I haven't figured out the angle of Rotation Z in the walking animation, so it will be a little slow to fix, but I think it's rather easy. I've tried to fix it before and it caused it to get worse.
5: Pressing the spacebar while swimming slows down the limb speed. - This is caused by the query side of Minecraft. I'm thinking of creating a new variable and fixing it with that.
6: Sometimes the timing of the breathing bob animation of Attachable items doesn't match that of other items. - The speed of the bob itself seems to be able to match, but somehow the timing of the breathing bob of items without Attachable applied seems to be different from the query.life_time, which is probably difficult or impossible. Sorry about that.

## Unfixed bugs present since vanilla
1: Falling animation still exists - will be fixed in the future. However, it's not a data driver, so it may be difficult to get 100%. However, it is possible to disable it by specifying the angle.
2: Item walking animations still exist - This will be fixed once the Attachable is successfully adjusted. Item animations are not yet data-driven.
3: Crossbows are upside down - This will be fixed in the next update.
4: When using the spyglass, the spyglass and your hand are sometimes separated from each other - this is quite difficult to fix, but I've taken some steps to mimic the Java Edition, but it may not be possible to fix it further when the spyglass is tied to the direction of your head.

## Not fixable due to lack of data driverization.
1: Player's angle change is skipped when flying in Elytra - I couldn't find anything like query.body_z_rotation.
2: The way the torso moves doesn't match the Java Edition - I tried to fix this by utilizing query.body_y_rotation, but it seems impossible. However, I will try again in the future, but I am writing here because it is almost impossible.
3: When riding the trolley, it always turns towards the player - This is difficult because the body orientation itself follows the camera orientation.

## Bugs in Minecraft!
1: All personal skins replaced with initial player entities - somehow editing player animations seems to break personal skins!
2: Cape disappears - Same reason as above. I'd like to address this, but I can't.



## Credit ##
Based Code/Files - Minecraft(Microsoft[https://microsoft.net/], Mojang Studio[https://mojang.com/ or https://minecraft.net/])
　　Players:
　　　First Person - v1.17.1
　　　Third Person - v1.17.1

　　Attachabled Items:
　　　Bow - v1.17.30
　　　Shield - v1.17.1
　　　Trident - v1.17.30
　　　Crossbow - v1.17.1
　　　Spyglass - v1.17.1

　　MoLang Document:
　　　Bedrock developer wiki: https://bedrock.dev/docs/stable/Molang

　　Using Code:
　　　Based First Person Attack Vaule / Java Edition Hand Rot / Pos - Capt. J (https://twitter.com/jtheplayermc/status/1366258606761410561/)
　　　Spyglass - MCPE4theBeacon (https://bugs.mojang.com/browse/MCPE-125785)


## log ##
2021/02/?? - Since I'm bored, I thought I'd make a resource pack of modified player animations, so I started working on it. Created by @KuriSan_Fox
2021/03/?? - Some animations were broken due to 1.16.210, so I reworked them.
2021/04/?? - I knew minecraft:attachable.
2021/06/?? - Updated according to 1.17.0.
2021/08/?? - It was full of bugs and the code was so messed up that it was out of control. So, I decided to rebuild it.
2021/09/30 - Finally, most parts of the resource pack were completed and stabilize!