Section 4: Saving the emote

If you want to see it in Minecraft:

Click to the Export workspace

and run script (a standard play button)

Don't edit the script! except if you know, what are you editing

If you edit the script, save frequently, Blender is going to crash.

It will create an emote.json file in the directory, where the blender file is.

If it is in the Minecraft directory, you can check the emote by pressing the debug key. (Section 2)

Name the emote

On the top of the script edit the variables

Don't edit the script below and save frequently.

If you want to create loops, set the isLoop value to true and the returnTick to the tick where you want to continue the emote after the last tick.

Can't break line with \n or something else. It won't work.

After testing:

rename the emote.json to something else. (What you wish. Doesn't have to be the emote's name.) And put it into .minecraft/emotes directory. If it doesn't exist, you never launched the mod in that directory.

The mod identifies the emotes form the emote's hash. If you edit the emote, you need to reassign the keybinding and fastmenu location.

If you want to create an icon for the emote, put a square image with the emote's filename into the emotes folder.

waving.json
waving.png

You can add icons to Quark emotes too with the same rule.

The image have to be square but doesn't have to be 256 × 256 pixels. E.g. You can use the much smaller quark icons.

You can create an icon with the latest blender tool by pressing F12 and saving the image. You will create an image from the current keyframe.

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