From ac77a5c9104d7f806923c7351316ef67a3065ae5 Mon Sep 17 00:00:00 2001 From: 3APA3EH Date: Wed, 15 Jul 2026 22:53:44 +0300 Subject: [PATCH 1/6] Update blender.md --- emotecraft/creatingemotes/blender.md | 33 +++++++++++----------------- 1 file changed, 13 insertions(+), 20 deletions(-) diff --git a/emotecraft/creatingemotes/blender.md b/emotecraft/creatingemotes/blender.md index d1b4546..2cff794 100644 --- a/emotecraft/creatingemotes/blender.md +++ b/emotecraft/creatingemotes/blender.md @@ -6,35 +6,28 @@ description: "How to create emotes using Blender rigs." # Creating Emotes With Blender To make emotes in Blender, you need to use one of the available rigs on the Emotecraft's [GitHub](https://github.com/KosmX/emotes/tree/dev/blender). Please read the readme. -This guide is based on the `emote_creator_bend_item_scale` one as it has more features. The process will be roughly the same with other rigs. +This guide is based on the `emote_creator` one as it has more features. It is expected that you are already familiar with Blender in some way. If you are not, please read the [Blender Documentation](https://docs.blender.org/manual/en/latest/) first. I recommend reading `User Interface`, `Editors`, `Scenes & Objects` and `Animation` sections. # How do I make emotes?? -You place all the keyframes you want on the body parts, go to the `Export` tab, change the contents of the variables for your liking and run the script. Your emote will be placed in the same directory as the rig. +You animate, then go to the `Export` tab, change the contents of the variables for your liking and run the script. Your emote will be placed in the same directory as the rig. +To make animation cycle, you check the `Cyclic Animation` box in the action properties. +If you don't want some bones to be exported, comment them from the export_bones list in the script. If you add some custom pivot bones, you have to add them to the list. -:::warning -All keyframes on tick 0 are ignored, they must be on tick 1 and above!!! -Items are animated with the `rightItem` and `leftItem` objects, not the sword models! -::: -Press F12 to make an icon for your emote. You can set up the camera however you want. +The icon is created on export automatically. + +There is a switch in the settings bone's properties to enable vanlla mode, so the limbs move to imitate bends without bends. + +# You can +- Add new bones -- they will be exported as [custom pivot bones](./custom_pivot_points.md) +- Use fcurve modifiers, constraints # You may not -- Change relations between body parts (See the Tricks section for a hint on doing that anyway) - Scale bend objects (scale their parents instead) # Limitations -- `Bezier` interpolation is replaced with `QUAD` -- `Automatic` easing is replaced with `INOUT` -- The script reads keyframes only, so you can't use `Graph Editor`, `Drivers` and `Nonlinear Animation` (You have to bake animation data that uses those editors) -- Scaled item's position gets exported incorrectly (Location needs to be divided by scale on corresponding axes, but it can't be done well without baking) - -# Tricks -Baking the animation is your best friend. It allows to use nearly any animation feature in Blender. -Baking the animation enables you to use `Bezier` interpolation and `Automatic` easing as it gets baked into keyframes that the script can read. The same with `Graph Editor`, `Drivers` and `Nonlinear Animation` editors. +- Drivers don't get exported +- Easings may look incorrect, because they work differently in Blender compared to the game -# Changing parts' hierarchy -You can add a new object and make a body part follow it with the `Copy Transforms` constraint. Now it is independent! Animate this new object, bake animation on the original part so it actually has frames on it, export the emote and see the magic appear in the game! -# You can use armatures! -Now repeat the process for every part, attach the support objects to an armature via the `Armature` constraint. This allows you to have IK and other useful features of armatures. From e57c2f3e5ae63fa3d423e64d0248e15cb8547b23 Mon Sep 17 00:00:00 2001 From: Zigy <105124180+ZigyTheBird@users.noreply.github.com> Date: Wed, 15 Jul 2026 23:43:34 +0330 Subject: [PATCH 2/6] Update blender.md --- emotecraft/creatingemotes/blender.md | 27 +++++++++++++-------------- 1 file changed, 13 insertions(+), 14 deletions(-) diff --git a/emotecraft/creatingemotes/blender.md b/emotecraft/creatingemotes/blender.md index 2cff794..48ab7dd 100644 --- a/emotecraft/creatingemotes/blender.md +++ b/emotecraft/creatingemotes/blender.md @@ -5,29 +5,28 @@ description: "How to create emotes using Blender rigs." # Creating Emotes With Blender -To make emotes in Blender, you need to use one of the available rigs on the Emotecraft's [GitHub](https://github.com/KosmX/emotes/tree/dev/blender). Please read the readme. -This guide is based on the `emote_creator` one as it has more features. -It is expected that you are already familiar with Blender in some way. If you are not, please read the [Blender Documentation](https://docs.blender.org/manual/en/latest/) first. I recommend reading `User Interface`, `Editors`, `Scenes & Objects` and `Animation` sections. +To make emotes in Blender, you need to use one of the available rigs on Emotecraft's [GitHub](https://github.com/KosmX/emotes/tree/dev/blender). Please read the README.md. +This guide is based on the `emote_creator` one as it has more features. +It is expected for you to already be familiar with Blender in some way. If you are not, please read the [Blender Documentation](https://docs.blender.org/manual/en/latest/) first. I recommend reading the `User Interface`, `Editors`, `Scenes & Objects` and `Animation` sections. # How do I make emotes?? -You animate, then go to the `Export` tab, change the contents of the variables for your liking and run the script. Your emote will be placed in the same directory as the rig. -To make animation cycle, you check the `Cyclic Animation` box in the action properties. -If you don't want some bones to be exported, comment them from the export_bones list in the script. If you add some custom pivot bones, you have to add them to the list. +You animate, then go to the `Export` tab, change the contents of the variables to your liking and run the script. Your emote will be placed in the same directory as the rig. +To make the animation loop, check the `Cyclic Animation` box in the action properties. +If you don't want some bones to be exported, comment them from the export_bones list in the script. If you add some custom pivot bones, you have to add them to the list. +The icon is created on export automatically. -The icon is created on export automatically. - -There is a switch in the settings bone's properties to enable vanlla mode, so the limbs move to imitate bends without bends. +There is a switch in the settings bone's properties to enable vanlla mode, so the limbs move to imitate bends without bends. # You can -- Add new bones -- they will be exported as [custom pivot bones](./custom_pivot_points.md) -- Use fcurve modifiers, constraints +- Add new bones -- they will be exported as [custom pivot bones](./custom_pivot_points.md). +- Use fcurve modifiers, constraints. # You may not -- Scale bend objects (scale their parents instead) +- Apply any translation to the bend bones other than pitch rotation. (for now) # Limitations -- Drivers don't get exported -- Easings may look incorrect, because they work differently in Blender compared to the game +- Drivers don't get exported. +- Easings may look incorrect, because they work differently in Blender compared to the game. From e3d3ffd650d0d90c9628bb9aef6de59fc29a46ea Mon Sep 17 00:00:00 2001 From: 3APA3EH Date: Thu, 16 Jul 2026 18:00:48 +0300 Subject: [PATCH 3/6] Update blender.md --- emotecraft/creatingemotes/blender.md | 18 ++++++++++++++---- 1 file changed, 14 insertions(+), 4 deletions(-) diff --git a/emotecraft/creatingemotes/blender.md b/emotecraft/creatingemotes/blender.md index 48ab7dd..60757c9 100644 --- a/emotecraft/creatingemotes/blender.md +++ b/emotecraft/creatingemotes/blender.md @@ -12,15 +12,25 @@ It is expected for you to already be familiar with Blender in some way. If you a # How do I make emotes?? You animate, then go to the `Export` tab, change the contents of the variables to your liking and run the script. Your emote will be placed in the same directory as the rig. To make the animation loop, check the `Cyclic Animation` box in the action properties. +The range of frames that gets exported is defined by the `start` and `end` fields in the action properties. +The name of the file will be the same as the name of the active action. +`loopTick` is set to the start frame of the scene. +:::warning +For the animation to be exported for some axis, there has to be at least one keyframe on it! +::: If you don't want some bones to be exported, comment them from the export_bones list in the script. If you add some custom pivot bones, you have to add them to the list. -The icon is created on export automatically. +The icon is created on export automatically. In the `Export` tab you can place the camera and set the frame for an icon however you want. -There is a switch in the settings bone's properties to enable vanlla mode, so the limbs move to imitate bends without bends. +There is a switch in the settings bone's properties to enable vanlla mode, so the limbs imitate bending without actually being bent. +There is a custom property on the head that makes it look at the `head_goal` bone. +There are bone groups so you can show or hide some parts of the rig. # You can -- Add new bones -- they will be exported as [custom pivot bones](./custom_pivot_points.md). -- Use fcurve modifiers, constraints. +- Add new bones -- they will be exported as [custom pivot bones](./custom_pivot_points.md) +- Change the hyerarchy of the bones (If you change the parent of a limb, also change the parent of the respective bone with the `_vanilla` suffix) +- Use fcurve modifiers, constraints +- Change framerate # You may not - Apply any translation to the bend bones other than pitch rotation. (for now) From e54d4af8c0bc5d42206c35230dd22a909dac36d1 Mon Sep 17 00:00:00 2001 From: 3APA3EH Date: Thu, 16 Jul 2026 22:41:51 +0300 Subject: [PATCH 4/6] Update blender.md --- emotecraft/creatingemotes/blender.md | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) diff --git a/emotecraft/creatingemotes/blender.md b/emotecraft/creatingemotes/blender.md index 60757c9..3910c1a 100644 --- a/emotecraft/creatingemotes/blender.md +++ b/emotecraft/creatingemotes/blender.md @@ -13,27 +13,29 @@ It is expected for you to already be familiar with Blender in some way. If you a You animate, then go to the `Export` tab, change the contents of the variables to your liking and run the script. Your emote will be placed in the same directory as the rig. To make the animation loop, check the `Cyclic Animation` box in the action properties. The range of frames that gets exported is defined by the `start` and `end` fields in the action properties. -The name of the file will be the same as the name of the active action. `loopTick` is set to the start frame of the scene. +The name of the file will be the same as the name of the active action. :::warning -For the animation to be exported for some axis, there has to be at least one keyframe on it! +For the animation to be exported for an axis, there has to be at least one keyframe placed on it! ::: -If you don't want some bones to be exported, comment them from the export_bones list in the script. If you add some custom pivot bones, you have to add them to the list. +If you don't want a bone to be exported, comment it from the export_bones list in the script. If you add some custom pivot bones, you have to add them to the list. The icon is created on export automatically. In the `Export` tab you can place the camera and set the frame for an icon however you want. -There is a switch in the settings bone's properties to enable vanlla mode, so the limbs imitate bending without actually being bent. +There is a switch in the settings bone's properties to enable vanlla mode, so the limbs imitate bending without actually being bent. IK sliders are also in the settings bone's properties. There is a custom property on the head that makes it look at the `head_goal` bone. There are bone groups so you can show or hide some parts of the rig. # You can - Add new bones -- they will be exported as [custom pivot bones](./custom_pivot_points.md) + - Default rotation of the custom pivot bones should be aligned with the world axes. - Change the hyerarchy of the bones (If you change the parent of a limb, also change the parent of the respective bone with the `_vanilla` suffix) -- Use fcurve modifiers, constraints -- Change framerate +- Use constraints and fcurve modifiers +- Change the framerate # You may not - Apply any translation to the bend bones other than pitch rotation. (for now) +- Use any rotation mode other that `XYZ` # Limitations - Drivers don't get exported. From dcdea96431f4b50ac1bd8712cf24a5c68da2b85b Mon Sep 17 00:00:00 2001 From: Zigy <105124180+ZigyTheBird@users.noreply.github.com> Date: Fri, 17 Jul 2026 16:24:35 +0330 Subject: [PATCH 5/6] Update blender.md --- emotecraft/creatingemotes/blender.md | 18 ++++++++++-------- 1 file changed, 10 insertions(+), 8 deletions(-) diff --git a/emotecraft/creatingemotes/blender.md b/emotecraft/creatingemotes/blender.md index 3910c1a..9aa09e7 100644 --- a/emotecraft/creatingemotes/blender.md +++ b/emotecraft/creatingemotes/blender.md @@ -12,23 +12,25 @@ It is expected for you to already be familiar with Blender in some way. If you a # How do I make emotes?? You animate, then go to the `Export` tab, change the contents of the variables to your liking and run the script. Your emote will be placed in the same directory as the rig. To make the animation loop, check the `Cyclic Animation` box in the action properties. -The range of frames that gets exported is defined by the `start` and `end` fields in the action properties. -`loopTick` is set to the start frame of the scene. -The name of the file will be the same as the name of the active action. +The range of frames that gets exported is defined by the `start` and `end` fields in the action properties. +`loopTick` is set to the start frame of the scene. Find out more about it in the [looping](./looping.md) section of the wiki. +The name of the file will be the same as the name of the active action. + :::warning For the animation to be exported for an axis, there has to be at least one keyframe placed on it! ::: -If you don't want a bone to be exported, comment it from the export_bones list in the script. If you add some custom pivot bones, you have to add them to the list. -The icon is created on export automatically. In the `Export` tab you can place the camera and set the frame for an icon however you want. +If you don't want a bone to be exported, comment it from the export_bones list in the script. If you want to add [custom pivot bones](./custom_pivot_points.md), you have to add them to the list. +Default rotation of the custom pivot bones should be aligned with the world axes. + +The icon is created on export automatically. In the `Export` tab you can place the camera and set the frame for an icon. -There is a switch in the settings bone's properties to enable vanlla mode, so the limbs imitate bending without actually being bent. IK sliders are also in the settings bone's properties. -There is a custom property on the head that makes it look at the `head_goal` bone. +There is a switch in bone properties to enable vanlla mode, so the limbs imitate bending without actually being bent. IK sliders are also in bone properties. +There is a custom property on the head that makes it look at the `head_goal` bone. There are bone groups so you can show or hide some parts of the rig. # You can - Add new bones -- they will be exported as [custom pivot bones](./custom_pivot_points.md) - - Default rotation of the custom pivot bones should be aligned with the world axes. - Change the hyerarchy of the bones (If you change the parent of a limb, also change the parent of the respective bone with the `_vanilla` suffix) - Use constraints and fcurve modifiers - Change the framerate From f20a0200b7ad8eb115c46794c13870c78a59afc9 Mon Sep 17 00:00:00 2001 From: 3APA3EH Date: Sun, 26 Jul 2026 16:19:09 +0300 Subject: [PATCH 6/6] Update blender.md --- emotecraft/creatingemotes/blender.md | 31 +++++++++++++++++----------- 1 file changed, 19 insertions(+), 12 deletions(-) diff --git a/emotecraft/creatingemotes/blender.md b/emotecraft/creatingemotes/blender.md index 9aa09e7..ac20258 100644 --- a/emotecraft/creatingemotes/blender.md +++ b/emotecraft/creatingemotes/blender.md @@ -5,29 +5,32 @@ description: "How to create emotes using Blender rigs." # Creating Emotes With Blender -To make emotes in Blender, you need to use one of the available rigs on Emotecraft's [GitHub](https://github.com/KosmX/emotes/tree/dev/blender). Please read the README.md. -This guide is based on the `emote_creator` one as it has more features. +To make emotes in Blender, you need to use the `emote_creator` rig from Emotecraft's [GitHub](https://github.com/KosmX/emotes/tree/dev/blender). Please read the README.md. It is expected for you to already be familiar with Blender in some way. If you are not, please read the [Blender Documentation](https://docs.blender.org/manual/en/latest/) first. I recommend reading the `User Interface`, `Editors`, `Scenes & Objects` and `Animation` sections. -# How do I make emotes?? -You animate, then go to the `Export` tab, change the contents of the variables to your liking and run the script. Your emote will be placed in the same directory as the rig. -To make the animation loop, check the `Cyclic Animation` box in the action properties. -The range of frames that gets exported is defined by the `start` and `end` fields in the action properties. -`loopTick` is set to the start frame of the scene. Find out more about it in the [looping](./looping.md) section of the wiki. +# How do I make emotes? +Firstly, when you open the project you have to run the script in the bottom of the screen. It adds new fields and buttons to the Action panel of Action Editor so you can setup and export your emote. You can [register](https://docs.blender.org/manual/en/5.2/editors/text_editor.html#text-menu) the script so it runs automatically when you open the project. + +Now you animate. When you are done, open the Action tab of the Action Editor. Here you can configure your emote: set the name, description, author, badges, save directory etc. + +To make the animation loop, check the `Cyclic Animation` box. When you do, the `Hold on last frame` checkbox will appear to set [looping](./looping.md) mode to `hold_on_last_frame`. +By default the range of frames that gets exported is `0 - *scene's end frame*`. If you want a different range, check the `Manual Frame Range' checkbox and set the `start` and `end` fields to the values you want. They must be integers(otherwise they will be rounded down on export). +`loopTick` is set to the scene's start frame. Find out more about it in the [looping](./looping.md) section of the wiki. + The name of the file will be the same as the name of the active action. :::warning For the animation to be exported for an axis, there has to be at least one keyframe placed on it! ::: -If you don't want a bone to be exported, comment it from the export_bones list in the script. If you want to add [custom pivot bones](./custom_pivot_points.md), you have to add them to the list. +If you add new bones to the armature, that you want to export as [custom pivot bones](./custom_pivot_points.md), you need to add them to the Pivot Bones list with the `+` button. Default rotation of the custom pivot bones should be aligned with the world axes. -The icon is created on export automatically. In the `Export` tab you can place the camera and set the frame for an icon. +The icon is created on export automatically. In the `Icon` tab you can place the camera and set the frame for an icon. -There is a switch in bone properties to enable vanlla mode, so the limbs imitate bending without actually being bent. IK sliders are also in bone properties. +There is a switch in `settings` bone properties to enable vanlla mode, so the limbs imitate bending without actually being bent. IK sliders are also in `settings` bone properties. There is a custom property on the head that makes it look at the `head_goal` bone. -There are bone groups so you can show or hide some parts of the rig. +There are bone groups so you can show or hide some parts of the rig (this wont affect the emote in the game). # You can - Add new bones -- they will be exported as [custom pivot bones](./custom_pivot_points.md) @@ -43,4 +46,8 @@ There are bone groups so you can show or hide some parts of the rig. - Drivers don't get exported. - Easings may look incorrect, because they work differently in Blender compared to the game. - +# Blockbench compatibility +This rig exports emotes in the same format as Blockbench does, so if you are following some rules, you can get the animation to be able to be imported to Blockbench: +1. When you place a keyframe place on on all the 3 axes. For example if you change location, put a keyframe on x, y, and z. Same with rotation and scale. +2. Don't use bezier interpolation. +3. You'll have to add custom pivot bones to the Blockbench rig -- body_control and waist -- if you use them. \ No newline at end of file