Master the Art of Custom Emotes for Emoticons Mod

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Master the Art of Custom Emotes for Emoticons Mod

Table of Contents

  1. Introduction
  2. Requirements
  3. Installing Blender 2.7
  4. Installing the Animation Exporter Add-on
  5. Opening the Rig for Animation
  6. Overview of the Rig Layout
  7. Creating a New Action
  8. Tips for Animating in Blender
  9. Exporting the Animation Data
  10. Importing Animation Data into Emoticons
  11. Turning the Animation into an Emote
  12. Multiple Emotes and Synchronization
  13. Conclusion

Introduction

In this tutorial, we will be exploring the process of creating remote animations using emoticons. To get started, You will need to have Motikan 0.6 or above and Blender 2.7 (preferably 2.7.9) installed. Please note that using other 3D animation software or Blender 2.8 won't work due to the custom exporter add-on required for exporting the animation data. You can download Blender 2.7 from the official Blender Website by selecting the previous versions. Once you have Blender 2.7 installed, we can proceed with the tutorial.

Requirements

Before we dive into the tutorial, let's take a look at the requirements:

  • Motikan 0.6 or above
  • Blender 2.7 (preferably 2.7.9)

Please ensure that you have these requirements fulfilled before moving forward.

Installing Blender 2.7

To install Blender 2.7, visit the official Blender website and navigate to the download section. Download the suitable file for your operating system, such as Windows 64 ZIP or MSI for Windows or Mac OS 10.64 for Mac. Once the download is complete, open Blender 2.7.

Installing the Animation Exporter Add-On

To export the animation data, we need to install the animation exporter add-on. You can download the add-on from GitHub by following the link provided in the description. Click on the "IO_export_bobj.zip" button under the assets section to download the add-on. After downloading the add-on, open Blender and go to User Preferences in the file section. In the Add-ons tab, click on "Install Add-on from File" and select the downloaded zip file from GitHub. The add-on should now appear in the Users category of add-ons. To verify the installation, check if there is an option to export bobj keyframes under the File->Export menu.

Opening the Rig for Animation

Now that we have the add-on installed, let's open the "my_rig_4_animation.Blend" file in Blender. This file contains the rig and model that we will be animating. Once the file is open, we can proceed with creating animations.

Overview of the Rig Layout

Before we start animating, let's familiarize ourselves with the rig layout. On the left side of the screen, you will find a preview of the model and skeleton that you will be animating. On the bottom right, there is the Action Editor, which allows you to manage actions and their keyframes. This layout will be essential for animating the remote.

Creating a New Action

To start animating, we need to Create a new action. In the Action Editor, click on the "New" button to create a new action. We will create a new remote action, so make sure its name starts with "remote". It is not necessary to start the name with "remote" if you are animating a non-emote action. Once the action is created, press "F" to save the action. This step is crucial to prevent the action from being deleted when it stops being edited. Blender automatically releases data blocks that are not referenced anywhere.

Tips for Animating in Blender

If you are new to animating in Blender, here are a few tips to get you started:

  1. Enable the red Record button to allow automatic keyframe insertion at the Cursor in the Action Editor.
  2. Right-click to select a bone, and then use "G" to move, "R" to rotate, and "S" to Scale the bone.
  3. Press "Enter" or left-click to confirm a bone transformation and "Esc" or right-click to cancel.
  4. Use "X", "Y", or "Z" axis to limit rotation or scale to a specific axis.
  5. Input exact values for rotation or scaling to achieve precise animations.
  6. Hold "Ctrl" to snap to the GRID while moving bones and "Shift" to make the transformations less drastic.
  7. Press the spacebar to search for and use the "Clear Pose Transformation" function to reset the bone to its original state.
  8. Move the cursor to different places in the timeline to set keyframes at different points in time.
  9. Press the play button or "Alt+A" to play the animation and see how it looks.
  10. Adjust the duration of the animation by setting the frame value on the last keyframe in the timeline.

These tips should help you get started with animating in Blender. Feel free to experiment and explore different techniques to achieve the desired animation effects.

Exporting the Animation Data

Once you have finished animating, it's time to export the animation data. In Emoticons, open the folder where the remote files are stored by accessing the Emoticons mod options through the dashboard menu. You can then open the user folder by clicking on the "Open User Folder" button. Now, go back to Blender and export the bobj keyframes to the folder that was opened. You can choose any desired name for the exported file, but make sure the file extension remains ".bobj".

Importing Animation Data into Emoticons

To import the animation data into Emoticons, go to the Emoticons mod options and reload the animations by clicking on the left button. This will ensure that the newly exported animation data is recognized by Emoticons. If you have configured an Emoticons Morph to have the idle action change to the action you named, you will be able to see the animation in action. Please note that reloading animations may be required whenever you make changes to the animation data.

Turning the Animation into an Emote

To turn the animation into an emote, create a text file in the Emoticons emotes folder with the same name as the exported animation file but with a ".json" extension. Edit the file using a text editor such as Notepad.exe or Sublime Text. Inside the file, define the necessary information about the emote, including the title, description, and optionally whether it should loop. Refer to the provided JSON editing tips to ensure the code is valid. Once the emote is configured, reload the animations in Emoticons mod options again. Your newly created emote should now appear in the emote configuration menu.

Multiple Emotes and Synchronization

If you want to have multiple emotes, simply add another entry inside the nested curly brackets, specifying the title and description. It is important to note that remote data is not synchronized across clients in the game. If you want to share your emotes with others, you will need to manually send the animation files to them.

Conclusion

Congratulations on completing this tutorial on creating remote animations using emoticons. We explored the requirements, installation process, rig layout, animating in Blender, exporting animation data, importing into Emoticons, and turning animations into emotes. We also discussed the synchronization of remote data across clients and the importance of JSON code validation. Now you have the knowledge and tools to create your own custom emotes and animations. Enjoy experimenting and expressing yourself through animated emotes in your favorite games!

Highlights

  • Create custom remote animations using emoticons
  • Learn the requirements and installation process
  • Familiarize yourself with the rig layout for animation
  • Gain insights and tips for animating in Blender
  • Export animation data and import into Emoticons
  • Turn animations into emotes for use in games
  • Understand the process of multiple emotes and synchronization

FAQ

Q: Can I use Blender 2.8 for this tutorial? A: No, the custom exporter add-on used in this tutorial is not compatible with Blender 2.8. It is recommended to use Blender 2.7 (preferably 2.7.9) for this purpose.

Q: How can I reset a bone to its original state? A: Press the spacebar, search for "Clear Pose Transformation," and use the function to reset the bone.

Q: Are remote animations synchronized between clients in the game? A: No, remote data is not synchronized across clients. If you want to share your emotes with others, you will need to manually send the animation files to them.

Q: What if my JSON code is invalid? A: To check if your JSON code is valid, you can use an online JSON validator tool such as jsonlint.com. It will help you identify any errors in your code.

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