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Details
Licensed Apache-2.0
Published 4 months ago
Updated 5 hours ago
All versions
0.7.0
Beta
Emote 0.7.03 weeks ago 12
Compatibility
Minecraft: Java Edition
26.2
Platform
Fabric
Supported environments
Server-side
Client and server
Required content
Changes
0.7.0
Highlights
- Replaced the previous datapack-based emote system with a new animation JSON runtime.
- Updated the web converter to support the new format for BD Engine and Animated Java projects.
- Added support for Item Display, Block Display, Text Display, and Anchor nodes.
- Added keyframe transforms, node visibility changes, and interpolation.
- Added
once,loop, andserver_syncplayback modes. - Added an event system for running Minecraft commands when an animation starts, during playback, on loop, and when it stops.
- Reworked player skin support for the new animation format.
Server
- Animation files are now loaded directly from
config/emote/animations. - Minecraft version, nodes, keyframes, events, and commands are validated while loading.
- Invalid animation files are skipped independently without preventing valid files from loading.
- If multiple files declare the same emote ID, all conflicting files are rejected.
/emote reloadnow reloads both configuration and animation files.- Added a new timeline system for playing Display Entities relative to the emote position and rotation.
- Added per-node transform interpolation and visibility changes.
- Added
server_syncmode to synchronize playback using the server game time. - Event command sources and positions can be based on the player, server, emote root, or a specific node.
- Improved player state and equipment restoration when playback ends.
- Improved cleanup when a player moves, changes dimensions, or changes riding state.
Commands and Permissions
- Replaced command-name-based identification with full
namespace:pathemote IDs. /emote play <id>,/emote enable <id>, and/emote disable <id>now use exact emote IDs.- The emote wheel, search menu, and command suggestions now use the new ID system.
- Renamed the default permission group from
defaulttoemote.default. *can be used to grant access to every enabled emote.
Configuration
- Replaced
packs.jsonwithemotes.json. - The disabled list now accepts exact emote IDs instead of namespaces.
- Invalid configuration changes no longer replace the currently active valid configuration.
Fixes
- Fixed the emote wheel storing the last selected emote by command name instead of its full ID.
- Fixed the fallback emote menu not opening correctly before the server emote list was synchronized.
- Fixed the web converter preview camera resetting when the preview was recreated.
- Invalid Minecraft commands in animation events are now detected while loading.
- Invalid or conflicting animation files no longer prevent unrelated valid animations from loading.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:qUF0jygw:fXYVsN2B"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:qUF0jygw:fXYVsN2B"
}

