[Mod]emote[emote] Make your character model do emotes! +API

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[Mod]emote[emote] Make your character model do emotes! +API

by sofar » Post

The emote mod adds an API and several commands to allow your character model to do new gestures!

The emotes implemented currently are:
  • /sit - sit down
  • /sleep - sleep as like in a bed
  • /lay - lay down, just like sleeping
  • /freeze - character stops moving as if frozen while walking
  • /point - raise hand out to signal a direction
  • /wave - do a quick hand wave
  • /stand - used to revert back from other emotes
Moreover, the API provides a way for other mods to use these interaction in their code.

The API is documented in the https://github.com/minetest-mods/emote/ ... /README.md

Mods can use this API to make players able to sit on their nodes, sleep on custom beds or perform an emote like /point when interacting with a node (e.g. /wave when using a chest).

An example of how to make a player sit on a node is provided: https://github.com/minetest-mods/emote/ ... airs.patch

Code: https://github.com/minetest-mods/emote
Download: https://github.com/minetest-mods/emote/ ... master.zip
License: LGPL-2.1

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by paramat » Post

I love what you're doing here.

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by TumeniNodes » Post

This is pretty cool. Now I can sit down and do nothing (not only in real life...) but in MT too! :D

(For some reason I was expecting to see facial expressions thinking emoticons :P ) which would also be cool
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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by sofar » Post

FYI the next item on the list is attachment to entities, so we can have a generic implementation allowing people to ride carts/boats with this code.

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by TheReaperKing » Post

Would that be so they could ride animals too? By the way the kids are going to FLIPPPPPPP when they see this :) Thanks for making it!
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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by sofar » Post

TheReaperKing wrote:Would that be so they could ride animals too? By the way the kids are going to FLIPPPPPPP when they see this :) Thanks for making it!
Yes, the idea is that this API can be used by other mods to do attachment and pose. It will then be a lot easier for mods to implement vehicles since that code is already done, and they can just let this API do that work.

boats, carts, horses, pigs, helicopters, etc.

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by TumeniNodes » Post

sofar wrote:
TheReaperKing wrote:Would that be so they could ride animals too? By the way the kids are going to FLIPPPPPPP when they see this :) Thanks for making it!
Yes, the idea is that this API can be used by other mods to do attachment and pose. It will then be a lot easier for mods to implement vehicles since that code is already done, and they can just let this API do that work.

boats, carts, horses, pigs, helicopters, etc.
Hmm..., do you think you might be able to create a way for the player to grab onto something, while jumping up, and then letting go at a certain point by using this API?
The player could basically be attaching to the vine? (or does this sound dumb?)
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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by sofar » Post

TumeniNodes wrote: Hmm..., do you think you might be able to create a way for the player to grab onto something, while jumping up, and then letting go at a certain point by using this API?
The player could basically be attaching to the vine? (or does this sound dumb?)
If you get within interact range of a node that allows attachment using this API, then yes, you can "hang on" to a node that way. But releasing would make you just fall straight down.

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by TumeniNodes » Post

sofar wrote:
TumeniNodes wrote: Hmm..., do you think you might be able to create a way for the player to grab onto something, while jumping up, and then letting go at a certain point by using this API?
The player could basically be attaching to the vine? (or does this sound dumb?)
If you get within interact range of a node that allows attachment using this API, then yes, you can "hang on" to a node that way. But releasing would make you just fall straight down.
Maybe there will be some way of using: pressing W while right click, to release and drop at an angle, or something once this API is finished?
It will be interesting to experiment with, I'm sure modders will exploit this new feature fully ; )
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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by Byakuren » Post

Can mods extend emote with new emotes?
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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by sofar » Post

TumeniNodes wrote: Maybe there will be some way of using: pressing W while right click, to release and drop at an angle, or something once this API is finished?
It will be interesting to experiment with, I'm sure modders will exploit this new feature fully ; )
No, if I do something like that then I'd make a callback hook for on release. The mod then can do any specific release behavior themselves.

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by sofar » Post

Byakuren wrote:Can mods extend emote with new emotes?
Yes, but it does not make any sense. Any emote has to come from the existing player character animations, so if you can find a new one, I'll add it to this mod immediately.

If we want to radically add new player animations (/dance) someone will have to make these player animations in blender. Possible, but that would make the character model non-standard, and result in other issues with other mods.

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by ExeterDad » Post

sofar wrote:
Byakuren wrote:Can mods extend emote with new emotes?
Yes, but it does not make any sense. Any emote has to come from the existing player character animations, so if you can find a new one, I'll add it to this mod immediately.

If we want to radically add new player animations (/dance) someone will have to make these player animations in blender. Possible, but that would make the character model non-standard, and result in other issues with other mods.
Sofar is it possible to "inject" animation files that were created in Blender? I know this is possible in other games. I wish I knew what keywords to search for to learn more about it. I remember during the brief time of playing Second Life, simple and sometime very sophisticated animations could be played with the players character model.
With the acceptation of moving bones via lua, our player models animations are hard coded within them. I've wondered about this for a while.
Hopefully I'm making sense as I've only been awake for like 5 minutes :)

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by lightonflux » Post

Head movement would be nice. So you have a visual yes and no:

/nod
/shake

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by azekill_DIABLO » Post

sofar wrote:The emote mod adds an API and several commands to allow your character model to do new gestures!

The emotes implemented currently are:
  • /sit - sit down
  • /sleep - sleep as like in a bed
  • /lay - lay down, just like sleeping
  • /freeze - character stops moving as if frozen while walking
  • /point - raise hand out to signal a direction
  • /wave - do a quick hand wave
  • /stand - used to revert back from other emotes
Moreover, the API provides a way for other mods to use these interaction in their code.

The API is documented in the https://github.com/minetest-mods/emote/ ... /README.md

Mods can use this API to make players able to sit on their nodes, sleep on custom beds or perform an emote like /point when interacting with a node (e.g. /wave when using a chest).

An example of how to make a player sit on a node is provided: https://github.com/minetest-mods/emote/ ... airs.patch

Code: https://github.com/minetest-mods/emote
Download: https://github.com/minetest-mods/emote/ ... master.zip
License: LGPL-2.1

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by TheReaperKing » Post

We are having the error:
2017-01-09 13:49:17: ERROR[Main]: ServerError: Lua: Runtime error from mod 'emote' in callback on_chat_message(): ...ktop/minetest4.15experimental/bin/../mods/emote/init.lua:97: attempt to concatenate a nil value
2017-01-09 13:49:17: ERROR[Main]: stack traceback:
2017-01-09 13:49:17: ERROR[Main]: ...ktop/minetest4.15experimental/bin/../mods/emote/init.lua:97: in function 'start'
2017-01-09 13:49:17: ERROR[Main]: ...ktop/minetest4.15experimental/bin/../mods/emote/init.lua:186: in function 'func'
2017-01-09 13:49:17: ERROR[Main]: ...est4.15experimental/bin/../builtin/game/chatcommands.lua:29: in function <...est4.15experimental/bin/../builtin/game/chatcommands.lua:17>
2017-01-09 13:49:17: ERROR[Main]: ...inetest4.15experimental/bin/../builtin/game/register.lua:412: in function <...inetest4.15experimental/bin/../builtin/game/register.lua:392>
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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by sofar » Post

ExeterDad wrote:Sofar is it possible to "inject" animation files that were created in Blender?
Fairly sure it would require an engine change, and a protocol change as well in minetest in order to do that.

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by sofar » Post

lightonflux wrote:Head movement would be nice. So you have a visual yes and no:

/nod
/shake
Yes, but that would require:

1) bone manipulation
2) synchronization over time to make the head movement correct if the player moves around while doing this emote

So, way too complex for now, sorry.

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by sofar » Post

TheReaperKing wrote:We are having the error:
2017-01-09 13:49:17: ERROR[Main]: ServerError: Lua: Runtime error from mod 'emote' in callback on_chat_message(): ...ktop/minetest4.15experimental/bin/../mods/emote/init.lua:97: attempt to concatenate a nil value
2017-01-09 13:49:17: ERROR[Main]: stack traceback:
2017-01-09 13:49:17: ERROR[Main]: ...ktop/minetest4.15experimental/bin/../mods/emote/init.lua:97: in function 'start'
2017-01-09 13:49:17: ERROR[Main]: ...ktop/minetest4.15experimental/bin/../mods/emote/init.lua:186: in function 'func'
2017-01-09 13:49:17: ERROR[Main]: ...est4.15experimental/bin/../builtin/game/chatcommands.lua:29: in function <...est4.15experimental/bin/../builtin/game/chatcommands.lua:17>
2017-01-09 13:49:17: ERROR[Main]: ...inetest4.15experimental/bin/../builtin/game/register.lua:412: in function <...inetest4.15experimental/bin/../builtin/game/register.lua:392>
This happened with `/stand`. I've pushed a fix to the repository to fix, please try that and let me know if there are additional problems!

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by TheReaperKing » Post

Thank you so much and sorry I couldn't post more info, I have a class of 18 kids so things have to be done quickly haha. We are using the latest version of minetest, but not the newest dev if that helps at all. We'll be sure to test tomorrow and thanks again!

As a note we were mostly having the crash when we were trying /wave
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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by Kosmos » Post

Great, very great!!!
But can you make some more emotes (like cry; be angry; clap hands; fasepalm; make a somersault)?
:)

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by TumeniNodes » Post

I do notice... and I am just as guilty as others here, of it...
and I'm just pointing this out as a "hehe" sort of thing... just poking fun at our human nature... :P

so, someone does a bunch of work to introduce a wicked cool new feature..., and we all say "cool"... "can you make it better?" :P

just something I noticed for a while here..., and in life in general :D
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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by sofar » Post

Kosmos wrote:can you make some more emotes (like cry; be angry; clap hands; fasepalm; make a somersault)?
Not without doing animation work and breaking tons of mods that rely on the character model that we have right now.

Maybe later?

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by sofar » Post

TumeniNodes wrote:so, someone does a bunch of work to introduce a wicked cool new feature..., and we all say "cool"... "can you make it better?"
That's why I made it. First to explore how far we can take it (how many emotes can we already make with the default animations we have?), but also how can we make mods use these easily.

One of the things I'd like to do is attach these animations to e.g. the furnace, chests, and doors, so that when players use these nodes by right clicking them, an animation is shown - instead of a player just standing still.

That's why it's an API as well - so more nodes can then use the ideas in this mod easily, and the whole game is uplifted another level of refinement.

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Re: [mod]emote[WIP] Make your character model do emotes! +AP

by TumeniNodes » Post

sofar wrote:
TumeniNodes wrote:so, someone does a bunch of work to introduce a wicked cool new feature..., and we all say "cool"... "can you make it better?"
That's why I made it. First to explore how far we can take it (how many emotes can we already make with the default animations we have?), but also how can we make mods use these easily.

One of the things I'd like to do is attach these animations to e.g. the furnace, chests, and doors, so that when players use these nodes by right clicking them, an animation is shown - instead of a player just standing still.

That's why it's an API as well - so more nodes can then use the ideas in this mod easily, and the whole game is uplifted another level of refinement.
Funny you mention some of these things... I'm working on animated chests... and some other things.
Yep, some bling, or visual-brain-candy, is definitely needed
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