> For the complete documentation index, see [llms.txt](https://kosmx.gitbook.io/emotecraft/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://kosmx.gitbook.io/emotecraft/tutorial/section-3-the-blender-emote-creator.md).

# Section 3: The Blender emote creator

First, you have to install Blender.\
You can download it from <https://www.blender.org/>\
or from the Steam: <https://store.steampowered.com/app/365670/Blender/>&#x20;

{% hint style="info" %}
Use Blender 2.83 LTS
{% endhint %}

Download the tool: <https://github.com/KosmX/emotes/tree/development/blender>\
[latest without bend](https://github.com/KosmX/emotes/blob/development/blender/emote_creator.blend)\
[latest with bend](https://github.com/KosmX/emotes/blob/development/blender/emote_creator_bend.blend?raw=true)

{% hint style="success" %}
There is also a Blockbench file, you can use that with [Blockbench ](https://blockbench.net/)and [GeckoLib](https://geckolib.com/en/latest/)\
But in this tutorial, we'll focus on Blender.
{% endhint %}

The `emote_creator_bend.blend` can create emotes with bend, but more complicated.

Open the file!

read the readme and click to the Animation workspace

![Great!](https://622095298-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MCsXAvFp--ynyL6uUXp%2F-MDAHs0kqvQIpFgA6Zo0%2F-MDAdih_c0xwNJQU2pHm%2Fimage.png?alt=media\&token=fbd7066a-2635-4d9a-a235-aa185ddcfed4)

Its length is 60 keyframe(tick), equals to 3 seconds. (20 keyframes = 1 second)

You can edit the length by clicking to the Output properties menu and edit the end's value

![](https://622095298-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MCsXAvFp--ynyL6uUXp%2F-MDAHs0kqvQIpFgA6Zo0%2F-MDAezW6K4NLEsLeVvH1%2Fimage.png?alt=media\&token=18d42e1b-4e9a-4af5-80fe-8b6c008dff37)

Don't edit anything else otherwise, the exporter will work incorrectly.

Now by selecting Steve's parts, you can create an emote. ([Section 1](/emotecraft/tutorial/section-1-into-the-3d-animation.md))

{% hint style="warning" %}
The script doesn't support special keyframe types. Only the default keyframe
{% endhint %}

The keyframes at frame 0, are to show the default pose. You can delete them, this won't wreck the code, but deleting them is not recommend.

{% hint style="success" %}

#### If you are advanced in Blender:

The script needs 20 keyframe/second.

Bezier frame interpolation is not supported. The exporter change it to Quad

Don't rename the body-parts!

Don't change the rotation type. default is "XZY Euler"
{% endhint %}
