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Моды/Emote

Emote

Server-side emote platform for Minecraft

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Все версии→Emote 2.0.0

Emote 2.0.0

Beta17.08.2026

Список изменений

Emote v2.0.0

This update redesigns the overall Emote workflow and Animation format.

The web converter, Animation and Sequence formats, cooldown and permission management, random Emotes, two-player collaborative Sequences, the client-side Emote Wheel, and many other areas have been significantly changed. The internal playback system has also undergone a major overhaul.

Important: Starting with v2.0.0, the server uses the new Schema 3 format.
Existing Schema 1 Animations and Sequences can be imported into the web converter and exported again in Schema 3 format.


Web Converter

The web converter has been redesigned from the ground up.

Instead of the previous single-page interface, it now uses the following step-based workflow so that you can more easily understand where you are in the process:

Review → Settings → Export

Project and Editing Features

  • Supports importing Animated Java .ajblueprint and .json projects.
  • Automatically detects player models in Animated Java and GeckoLib projects, making player skin configuration easier.
  • Supports exporting Emotes that use player skins.
  • Converts GeckoLib command, particle, and sound events into Emote Timeline Commands.
  • Commands executed on individual frames can be added, edited, and removed directly in the web converter.
  • Metadata, cooldowns, player visibility, stop conditions, and playback behavior can be configured individually for each Animation.

Multiple Animation Support

Project state management has been improved for projects containing multiple Animations.

  • When switching to another Animation during editing, each Animation's player skin configuration, space settings, frame commands, metadata, and other settings are preserved independently.
  • Returning to an Animation restores it exactly as you left it.
  • Projects containing multiple Animations can be configured individually and then exported together.

Export Improvements

  • Animations can be downloaded directly as individual JSON files.
  • Multiple Animations in a project can be exported at once.
  • A Sequence ZIP can be generated by connecting the project's Animations in order.
    • Individual Animations included in the Sequence are automatically exported with standalone: false.
    • Generated Sequence JSON files use indentation and line breaks for improved readability.
  • Required resource packs can be generated together with Animation JSON files or merged into an existing resource pack.
  • Fixed unnecessary suffixes being added to filenames, names, descriptions, and other fields.
  • Fixed incorrect handling of Timeline names in BD projects.

Animation Conversion Improvements

The Animation conversion process has also been significantly improved.

Instead of simply snapping original Keyframes to Minecraft Ticks, the converter now analyzes the original Animation's easing and interpolation curves to preserve the original motion as closely as possible.

Important points in the following interpolation and easing types are taken into account:

  • Bézier
  • Catmull-Rom
  • Bounce
  • Elastic
  • Step
  • Linear

Even when an original Keyframe falls between Minecraft's 20 TPS frames, the converter automatically selects the Tick placement that produces the smallest positional, rotational, and scale error.

This reduces cases where important frames are lost or where Animations containing easing behave significantly differently from the original.


Format Changes

Schema 3

The schema version used by Animations and Sequences has been changed from Schema 1 to Schema 3.

Settings that were previously located in multiple places have also been consolidated under settings.

"settings": {
  "standalone": true,
  "cooldown": "5s",
  "player": {
    ...
  },
  "playback": {
    ...
  }
}

Major changes include:

  • standalone → settings.standalone
  • player → settings.player
  • Playback-related settings → settings.playback
  • Added settings.cooldown
  • Removed minecraft_version
  • Removed tick_rate
  • Removed transform_space

Playback modes have been reorganized into:

  • once
  • hold
  • loop
  • server_sync

Existing Schema 1 Animations and Sequences can be imported into the web converter and exported again in Schema 3 format.


Minecraft Time

Settings that represent time now consistently use the Minecraft Time format.

20
20t
5s
1d
  • No suffix or t → Ticks
  • s → Seconds
  • d → Minecraft Days

1s is equivalent to 20t.

This format is shared across time-related settings such as cooldowns, loop_delay, Sequence wait, and collaborative Sequence timeout.


Cooldowns

Animations and Sequences now support settings.cooldown.

"cooldown": "5s"
  • Cooldowns are tracked separately for each player and Emote ID.
  • The cooldown of one Emote does not affect other Emotes.
  • A cooldown begins only when playback actually starts successfully.
  • If playback fails because of insufficient permissions, player skin preparation failure, Display Entity limits, cancellation by another mod, or similar reasons, the cooldown does not begin.
  • For Sequences, only the Sequence's own cooldown is applied. Cooldowns of the Animations contained within the Sequence are ignored.
  • Players with the emote.bypass permission can bypass cooldowns.
  • Remaining cooldown state is now cleaned up properly when the server shuts down.

Random Emotes

Random selection in Sequences and Idle Emotes in emotes.json has been improved.

When only IDs are listed, every candidate has an equal probability of being selected.

"emote": [
  "example:idle_1",
  "example:idle_2",
  "example:idle_3"
]

Alternating IDs and numbers enables weighted random selection.

"emote": [
  "example:idle_1", 50,
  "example:idle_2", 40,
  "example:idle_3", 10
]

The sum of all weights must equal 100.

In Sequences, a new candidate is selected for every repeat.

When multiple actual Animation candidates are available, the previously selected Animation is excluded whenever possible so that the same Animation is not immediately selected twice in a row. The probabilities of the remaining candidates are recalculated automatically.


Sequence

Sequence functionality has been significantly expanded.

Wait

A new wait step can be used to pause between Sequence steps.

{
  "wait": "1s"
}

After the specified amount of time passes, the Sequence proceeds to the next step.

Repeat Control

Two special IDs have been added for controlling repetition in random Sequences.

emote:continue

Consumes one iteration of the current repeat and proceeds to the next random selection.

No Animation or loop_delay is added, and it may be selected multiple times consecutively.

emote:break

Ends repetition for the current Animation step and moves to the next Sequence step.

It does not terminate the entire Sequence or the entire branch of a two-player collaborative Sequence.

{
  "emote": [
    "example:idle_1", 50,
    "example:idle_2", 30,
    "emote:continue", 15,
    "emote:break", 5
  ],
  "repeat": 10
}

Two-Player Collaborative Sequences

A new Collaborative Emote system allows two players to play a single Sequence together.

Collaborative Sequences can be constructed using the following flow:

  • await_partner — Waits for another player.
  • matched — Runs when a partner has successfully been matched.
  • timeout — Runs when no partner is matched within the specified time.

When two players start the same collaborative Sequence, they can be linked together after distance, orientation, and other conditions are checked.

The default matching conditions are:

  • Both players must be alive.
  • Both players must be in the same Dimension.
  • Horizontal distance must be within 2 blocks.
  • Vertical difference must be no greater than 1 block.
  • Both players must be facing each other within approximately 45 degrees.
  • The initiating player must be able to see the partner.

If multiple matching candidates are available, the closest initiator is given priority.

While waiting for a match, the collaborative Emote now tracks changes in the player's facing direction, allowing playback to use a more natural orientation when a match actually occurs.

Space System

New coordinate spaces have been introduced for two-player collaborative Animations.

  • scene — Shared scene space used by both players.
  • initiator — Space relative to the player who initiated the collaborative Emote.
  • partner — Space relative to the partner player.

Each node can use one of these spaces.

Player skins can also independently use initiator and partner, allowing each player's own skin to be used.

Automatic Mirrored Animations

If a collaborative Animation does not contain dedicated partner nodes, the initiator Animation is automatically duplicated for the partner, allowing it to be used as a mirrored collaborative Animation.

If partner nodes are explicitly defined, the initiator and partner can instead perform different actions, allowing asymmetric collaborative Animations.

Collaborative Emote Example

A handshake example Animation and Sequence has been added so that the two-player collaborative Sequence system can be tested immediately.


Client-Side Emote Wheel

The editing capabilities of the Emote Wheel available when the mod is installed on the client have been significantly improved.

  • Open Edit Wheel from the Wheel to add or remove Emotes.
  • Drag selected Emotes to directly rearrange their order in the Wheel.
  • Wheel configurations are stored separately for each server.
  • Newly available server Emotes are added to the list of Wheel candidates without resetting existing user configuration.
  • Emotes that are no longer available are automatically removed from the actual Wheel.

Instead of using a fixed Wheel layout, players can now configure the Emotes they want to use independently for each server.


Permission Management

The permission system has been reorganized, and new administrative permissions have been added.

emote.manage

Allows access to Emote administration commands and features.

It is used for:

  • /emote list
  • /emote reload
  • /emote enable
  • /emote disable
  • Stopping another player's Emote
  • /emote stop-all
  • Stress Test

By default, this permission is granted to Operators with Game Master-level privileges.

emote.bypass

Allows players to bypass the following server policies:

  • disabled
  • Normal Emote permissions
  • Cooldowns

However, it does not bypass system-level restrictions such as:

  • Nonexistent Emotes
  • Animations or Sequences that failed to load
  • Direct playback of Animations with standalone: false
  • Display Entity limits
  • Administrative commands requiring emote.manage

Changes to Disabled Emotes

The behavior of disabled has been changed.

Disabled Emotes are still loaded normally, but they are hidden from regular players in menus, search results, command suggestions, the client-side Wheel, and direct playback.

As a result, a disabled Animation can still be used internally by another Sequence.


Server Management

  • Improved /emote reload results and error diagnostics.
  • Reformatted and color-coded reload results so successfully loaded entries and problematic entries are easier to distinguish.
  • Bundled Emote examples located in subdirectories are now included correctly.

Mod API

The Mod API and internal Emote information structures have been reorganized.

The API provides functionality for:

  • Registering and removing Runtime Emotes
  • Starting and stopping player Emotes
  • Querying current playback state
  • Cancellable playback request listeners
  • Playback start and end lifecycle listeners

EmoteInfo has also been expanded to expose:

  • Metadata
  • Player behavior and stop conditions
  • Duration
  • Cooldown
  • Loop Mode

Additional Metadata is also preserved and can be accessed through the API.


Default Emotes

  • Improved the default yes, no, and cry Emotes.
  • Added a new clap Emote.

Experimental Features

Bedrock Edition Emote Import

The web converter now includes experimental Bedrock Edition (BE) Emote import support.

  • Bedrock Animation JSON/JSONC data can be imported into the web converter.
  • Animations based on the Bedrock player Rig can be imported.
  • Both static Animations and Keyframe Animations are supported.
  • Bedrock Animation Keyframes are baked into Emote Animations.
  • Time-dependent Molang Animation behavior can also be baked during conversion.

This feature is currently Experimental, and some Animations, Molang expressions, or data may not convert perfectly.


Documentation

The project documentation has also been extensively reorganized for v2.0.0.

Installation and server operation, permissions, playback policies, Sequences, Animation and Sequence formats, and the Mod API have been separated into dedicated documents so that relevant information is easier to find.

Separate Reference JSON files are also provided for Animations and Sequences.


Other Changes

  • Major redesign of the internal Playback system.
  • Improved Sequence compilation architecture.
  • Improved Display Entity creation and reuse during Sequence playback.
  • Improved player skin and MineSkin handling.
  • Completely redesigned the web converter's input, editing, and export architecture.
  • Reorganized client-only and server-shared code.
  • Fixed various stability issues and bugs.
  • Added various performance and memory optimizations.

Файлы

emote-2.0.0-beta.jar(720.90 KiB)
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Метаданные

Канал релиза

Beta

Номер версии

2.0.0+26.2-beta

Загрузчики

Fabric

Версии игры

26.2

Загрузок

26

Дата публикации

17.08.2026

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