Okay so after looking at McAnimator and making an animation that I'm fairly happy with; I then proceeded to add it to the game.the problem I'm having is that it's doing all of the rotations before any of the movements?
Any advice would be much appreciated
Image showing what happens:
https://gyazo.com/cd273e616599687adf7fcaeb7b5b2929
Animation Code:
protected void initializeAllFrames() {
KeyFrame frame0 = new KeyFrame();
frame0.modelRenderersRotations.put("LeftHeadNose", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("Tail2", new Quaternion(0.5256074F, -0.16115156F, 0.10216773F, 0.8290529F));
frame0.modelRenderersRotations.put("Body", new Quaternion(0.70710677F, 0.0F, 0.0F, 0.70710677F));
frame0.modelRenderersRotations.put("LeftHead", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("Ear1", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("RightHeadNose", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("RightHead", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("Leg1", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("Leg4", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("LEar2", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("Tail", new Quaternion(0.53544503F, 0.0F, 0.0F, 0.84457004F));
frame0.modelRenderersRotations.put("Nose", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("Ear2", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("Tail1", new Quaternion(0.5256074F, 0.16115156F, -0.10216773F, 0.8290529F));
frame0.modelRenderersRotations.put("Leg3", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("REar1", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("LEar1", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("WolfHead", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("Mane", new Quaternion(0.70710677F, 0.0F, 0.0F, 0.70710677F));
frame0.modelRenderersRotations.put("Leg2", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersRotations.put("REar1", new Quaternion(0.0F, 0.0F, 0.0F, 1.0F));
frame0.modelRenderersTranslations.put("LeftHeadNose", new Vector3f(-0.5F, -11.5F, 9.0F));
frame0.modelRenderersTranslations.put("Tail2", new Vector3f(-1.0F, -10.0F, -6.0F));
frame0.modelRenderersTranslations.put("Body", new Vector3f(0.0F, -12.0F, 0.0F));
frame0.modelRenderersTranslations.put("LeftHead", new Vector3f(-1.0F, -11.5F, 9.0F));
frame0.modelRenderersTranslations.put("Ear1", new Vector3f(-1.0F, -11.5F, 9.0F));
frame0.modelRenderersTranslations.put("RightHeadNose", new Vector3f(-0.5F, -11.5F, 9.0F));
frame0.modelRenderersTranslations.put("RightHead", new Vector3f(-1.0F, -11.5F, 7.0F));
frame0.modelRenderersTranslations.put("Leg1", new Vector3f(-2.5F, -14.0F, -5.0F));
frame0.modelRenderersTranslations.put("Leg4", new Vector3f(0.5F, -14.0F, 6.0F));
frame0.modelRenderersTranslations.put("LEar2", new Vector3f(-1.0F, -11.5F, 9.0F));
frame0.modelRenderersTranslations.put("Tail", new Vector3f(-1.0F, -10.0F, -6.0F));
frame0.modelRenderersTranslations.put("Nose", new Vector3f(-0.5F, -11.5F, 9.0F));
frame0.modelRenderersTranslations.put("Ear2", new Vector3f(-1.0F, -11.5F, 9.0F));
frame0.modelRenderersTranslations.put("Tail1", new Vector3f(-1.0F, -10.0F, -6.0F));
frame0.modelRenderersTranslations.put("Leg3", new Vector3f(-2.5F, -14.0F, 6.0F));
frame0.modelRenderersTranslations.put("REar1", new Vector3f(-1.0F, -11.5F, 9.0F));
frame0.modelRenderersTranslations.put("LEar1", new Vector3f(-1.0F, -11.5F, 9.0F));
frame0.modelRenderersTranslations.put("WolfHead", new Vector3f(-1.0F, -11.5F, 9.0F));
frame0.modelRenderersTranslations.put("Mane", new Vector3f(-1.0F, -12.0F, 5.0F));
frame0.modelRenderersTranslations.put("Leg2", new Vector3f(0.5F, -14.0F, -5.0F));
frame0.modelRenderersTranslations.put("REar1", new Vector3f(-1.0F, -11.5F, 9.0F));
keyFrames.put(0, frame0);