Punchy! - First person animations

Various first person animations
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Punchy 2.8f (NeoForge) - 26.1-26.1.1-26.1.2

File namepunchy-2.8f-neoforge-26.1-26.1.1-26.1.2.jar
Uploader
DevPunchyManDevPunchyMan
Uploaded
Oct 14, 2026
Downloads
106
Size
2.1 MB
Mod Loaders
NeoForge
File ID
9172995
Type
R
Release
Supported game versions
  • 26.1.2
  • 26.1.1
  • 26.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:punchy-1374153:9172995"

Learn more about Curse Maven

What's new

Punchy v2.8f

Compatibility

  • Updated Spatial GUI support so enabling it in Punchy's settings turns on Spatial GUI's first person inventory, container, and crosshair options once. Players can change and keep those Spatial GUI settings afterward while Punchy's compatibility stays enabled.
  • Prevented Spatial GUI's click swing from overlapping Punchy's inventory interaction animation without changing Spatial GUI's saved swing setting.
  • Fixed Spatial GUI inventory rendering discarding custom F8 arm offsets. Thanks to @shbashi for reporting the issue.

Animation fluidity

  • Bow draw, release and repeated draws now blend smoothly from the current visible pose. Releasing a bow without a configured shot animation smoothly returns to idle.
  • Improved crossbow charge, shot, cancellation and reload transitions. Reloading during recoil starts the charge from frame zero, keeping the offhand's entrance continuous.
  • Eating and drinking now blend smoothly between start, loop and end, including cancellation and restarting before the previous animation finishes.
  • Swimming now blends smoothly on entry, exit, direction changes and surface/underwater transitions, preserving the current stroke phase between clips of different lengths.
  • The empty offhand enters swimming from below the screen and withdraws outside the view before disappearing. Reentering during withdrawal continues from its current visible position, for either main-hand setting.
  • Animation timelines keep moving during blends, with consistent real-time transitions and smooth reversals during rapid retriggers. Audio follows timeline crossings without replaying earlier cues during a transition.
  • Improved moving blends between legacy and V2 keyframes, preserving arm poses and held-item alignment through interrupted transitions.

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