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Emote

作者:hanhy06

Server-side emote platform for Minecraft

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介绍

中文介绍正在准备中,下面暂时显示原文。

Emote

Emote demo

Thanks to Popular Vibe for allowing us to use their animation!

▶ Watch the full emote demo on YouTube

Web converter
Wiki
Modrinth
GitHub
Discord

Join the Discord server to share emotes you have made.

Features

Emote is a server-side emote mod that plays animations with Minecraft display entities. All server features work when the mod is installed only on the server. Installing it on the client is optional and adds an emote wheel and automatic third-person view during playback.

The web converter imports BD Engine, GeckoLib, and Animated Java projects, with experimental support for Bedrock and Emotecraft. Configure skin parts, metadata, playback settings, and events before export.

On the server, LuckPerms permissions can assign emotes and idle emotes per player. Sequences can connect multiple animations, with the player’s skin applied to compatible animations. A server API is also available for other mods to register emotes, control playback, and receive events.

Commands

Player

| Command | Description |
|——————–|——————————-|
| /emote | Opens the Emote Menu dialog. |
| /emote play <id> | Plays an emote by ID. |
| V | Opens the client emote wheel. |

Use the wheel’s Edit Wheel button to add, remove, or reorder entries. The order is stored on the client separately for each server.
The emote menu and wheel editor can search by name, ID, description, or #tags included in the description. Multiple #tags match emotes containing all specified tags.

Administration

| Command | Description |
|———————————————–|———————————————————————————————————————————————————————————————–|
| /emote list | Lists loaded emotes with their IDs, durations, and availability. |
| /emote info | Shows current playback, display-entity capacity, skin-processing queue, and loaded-emote status. |
| /emote reload | Reloads configuration and animations. |
| /emote enable/disable <id> | Enables or disables an emote. |
| /emote stop <player>, /emote stop @a | Stops selected players’ emotes; use @a for all players. |
| /emote stress-test <time> [load] | Measures server and emote processing performance with concurrent emotes (default 50 instances). 50 or 50i requests 50 instances; 768d requests up to 768 display entities. |
| /emote account | Lists registered bake accounts and the selected skin provider. |
| /emote account login | Connects a Minecraft account using Microsoft device login. |
| /emote account remove <account> | Removes a bake account by name or UUID. |

Administrative commands use the emote.manage permission and are granted to game master operators by default.

Server management

config/emote/
├── config.json
├── emotes.json
├── emote/
└── resource-pack/

The directory and configuration files are created automatically on first startup, with 20+ sample emotes included under emote/.

Place JSON exported by the converter under emote/. Subdirectories are loaded as well, and emotes use the id in the JSON rather than the filename. Invalid files are skipped individually, while every file sharing a duplicate ID is rejected.

config.json

{
  "schema_version": 1,
  "menu_page_size": 6,
  "mineskin_api_key": "",
  "mineskin_poll_interval_seconds": 3,
  "mineskin_cache_retention_days": 30,
  "mineskin_cache_max_mib": 256,
  "max_active_display_entities": 768,
  "default_skin": ""
}

Set mineskin_api_key to generate player skin textures when no bake accounts are registered. Completed cached textures remain usable without either credential.

emotes.json

{
  "schema_version": 3,
  "disabled": ["emote:anvil"],
  "permissions": [
    {
      "permission": "emote.default",
      "emotes": ["emote:hello", "emote:backflip"]
    },
    {
      "permission": "emote.vip",
      "emotes": ["emote:vip\\..*"],
      "idle": {"delay": "300s", "emote": ["sit:idle.sit", 70, "music:idle.piano", 30]},
      "cooldown": "x0.8"
    },
    {
      "permission": "emote.admin",
      "emotes": ["*"]
    }
  ]
}

disabled turns off emotes, while permissions determines the emotes and idle emotes available to each player. Valid emote IDs in emotes are matched literally; other entries are Java regular expressions matched against the complete emote ID. * is a special value that grants every enabled standalone emote. Regular-expression backslashes must also be escaped for JSON. emote.default is allowed unless explicitly denied. emote.bypass is an administrator and development override that ignores standalone, disabled IDs, permissions, and cooldowns.

Web converter

Emote Converter converts and configures projects without requiring direct edits to Animation JSON. All processing happens locally in the browser.

For a step-by-step guide to converting and installing your own emotes, see Adding Custom Emotes.

Use the 3D preview to assign skin parts, then configure metadata, playback behavior, stop conditions, and events.

Open a project

Review

Settings

Animation conversion

The web converter supports animation curves including Bézier, Catmull-Rom, bounce, and elastic motion. The browser preview helps check skin assignments and may differ from in-game playback.

Each animation can define a cooldown, player visibility, stop conditions such as movement, jumping, attacking, and taking damage, and events.

Sequence

Connect short animation clips in order and combine waits, weighted random choices, and repeats to create a single emote. Install the Sequence and every referenced Animation together. The following excerpt shows its steps:

{
  "steps": [
    {"emote": "sit:sit_down"},
    {"wait": "10t"},
    {
      "emote": [
        "sit:idle_sky", 45,
        "sit:idle_butterfly", 45,
        "emote:break", 10
      ],
      "repeat": 3
    },
    {"emote": "sit:stand_up1"}
  ]
}

Mod API

EmoteApi.getInstance() provides playback control, runtime registration, state queries, cancellable play listeners, playback lifecycle listeners, and named lifecycle callbacks. Register callbacks with EmoteApi.registerCallbacks and select them in the Animation or Sequence’s root callbacks array. State changes must run on the server thread, and runtime registrations survive reloads.

Troubleshooting

| Problem | Check |
|————————————–|—————————————————————————————————————————————————————————————————-|
| An emote does not appear | Check the /emote reload result, server log, duplicate IDs, disabled, and whether the animation is sequence-only. |
| A player skin is not applied | Check the converter’s skin part assignments and the skin provider configuration. Run the emote again after skin processing finishes. |
| A player skin is applied incorrectly | Reassign each node’s skin part and order in the web converter. |

If the problem is not covered here, report it on Discord or GitHub Issues.

License

This project is distributed under the Apache License 2.0.

常见问题

Emote 支持哪些 Minecraft 版本?

Emote 支持 Minecraft Java 版 26.1–26.3,共 5 个版本,可用的加载器:Fabric。下载时注意选择和你游戏版本一致的文件。

Emote 怎么安装?

先用 PCL2 或 HMCL 启动器安装对应版本的 Fabric,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。运行环境:客户端和服务端都要装。

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