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Emote PoC #6013
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Emote PoC #6013
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Found slight issue where animations ported from mm is put on a emote slot it actually plays to fast. Replacing the idle animation on with a mm animation plays it back on normal speed Video with emote pack i made with mm animations Kamaro mask dance on a idle slot |
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if i'm understanding this correctly, with this implementation the only way to "configure" emotes is by changing the files in the mod o2r i totally get that as a PoC, just trying to think through what we'd want for this to be ready to land first things that come to my mind:
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Right, definitely this is just proving what's possible. I think ideally we have an ImGui configuration menu where you can choose any loaded animation (provided by a mod o2r or the games o2r) to be in a number of slots, then while you are in game we have a button binding that brings up a radial wheel and they can use their analog stick to chose which slot to play. How that button is bound is probably beyond the scope here, but I'm not in a rush to get this merged |
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2ship has a function that makes stringified enums more user-readable, iirc. Could port that back here for this. Also, I could have sworn I saw someone figured out integrated dropdown searching. If we could find out where that was, that could be implemented for these (and, if we can find that, I'd love them to be implemented in the audio editor too if possible). |


Proof of concept to allow the player to play custom animations placed at
__OTR__objects/gameplay_keep/gPlayerAnim_link_emote_0-9using the animation o2r tool by pressing their associated numkey.Anchor transmits limb information over the network, so other players would see the emote play without needing to download anything on their end.
Ideally we implement some sort of emote wheel UI for this, but just using numkeys works for the proof of concept.
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