Emote

Quick rating

Emote

No reviews yet

Server-side emotes rendered with your player skin

Mod Loaders
Fabric
Minecraft
26.2

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Optional
Server Required

About

Project Details

Type
Mod
License
Apache License 2.0
Latest Version
1.0.0+26.2
Authors

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

Modrinth ID

Resources

External Links

About

Description

Emote

Emote demo

Special thanks to Popular Vibe for allowing me to use their animation!

Emote is a server-side emote player that uses Minecraft display entities to play animations created with BD Engine and Animated Java.

The mod can be installed on the server only. Installing it on the client also adds an emote wheel and automatic third-person view while an emote is playing.

Compatible emotes can use the playing player’s skin. The web converter exports BD Engine projects, BD Engine datapacks, and Animated Java blueprints as Emote animation JSON files.

Web converter Modrinth GitHub

Want to share your emotes? Join the Discord server and share them with the community!

User Commands

Command Description
/emote Opens the emote menu.
/emote stop Stops the currently playing emote.
V Opens the client-side emote wheel. The key can be changed in Minecraft’s controls.

Admin Commands

Command Description
/emote list Lists loaded emotes and their source information.
/emote reload Reloads configuration and animation JSON files.
/emote enable <id> Enables an emote and reloads the emote list.
/emote disable <id> Disables an emote and stops its active instances.
/emote stop-all Stops every active emote.
/emote load-test <count> Runs an emote load test and reports server performance.

Server Configuration

The following files and directories are created in config/emote when the server starts for the first time:

config/emote/
├── config.json
├── emotes.json
└── animations/

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
}
Setting Description
menu_page_size Number of emotes displayed on each menu page.
mineskin_api_key MineSkin API key used to apply player skins to emotes.
mineskin_poll_interval_seconds Interval between MineSkin job checks. Must be between 1 and 60 seconds.
mineskin_cache_retention_days Removes MineSkin cache files unused for this many days. Defaults to 30.
mineskin_cache_max_mib Maximum MineSkin disk cache size before the oldest files are removed. Defaults to 256.

Player Skin Support

To apply the playing player’s skin to compatible emotes, set mineskin_api_key in config/emote/config.json to an API key from MineSkin.

Skin parts and their order can be assigned in the web converter. If no API key is configured or MineSkin is unavailable, the textures stored in the animation JSON are used instead.

emotes.json

Controls emote availability and play permissions.

{
  "disabled": [
    "example:disabled"
  ],
  "permissions": [
    {
      "permission": "emote.vip",
      "emotes": [
        "example:dance",
        "example:cry"
      ],
      "idle": {
        "delay_seconds": 600,
        "emote": [
          "example:dance",
          "example:cry"
        ]
      }
    },
    {
      "permission": "emote.default",
      "emotes": [
        "example:hello",
        "example:yes",
        "example:no"
      ]
    },
    {
      "permission": "emote.admin",
      "emotes": [
        "*"
      ]
    }
  ]
}
  • disabled contains the exact IDs of emotes that should not be loaded.
  • permissions preserves the listed order, which determines idle emote selection.
  • permission is the permission node for the entry. emote.default is granted to every player by default.
  • emotes contains the emotes granted by the permission.
  • idle is optional. The first matching permission entry with idle plays a randomly selected emote after delay_seconds of inactivity, then repeats at the same interval while the player remains idle. A new candidate is selected after each successful playback without immediately repeating the previous emote when alternatives are available.
  • * grants access to every enabled emote.

Run /emote reload after editing the file manually.

Animation Files

Put .json files exported by the converter in config/emote/animations:

config/emote/animations/
├── hello.json
├── dance.json
└── another-emote.json

The file name is only used for storage. The root id field is the identifier used by commands, permissions, enable/disable settings, and the UI.

See the animation format and reference JSON for details.

Invalid files are skipped independently. If multiple files declare the same id, every file sharing that ID is rejected.

To protect server tick time when many players use emotes together, animations are limited to 8 MiB, 32 total nodes, 24 display nodes, 10 minutes, an average of 12 transforms and 4 visibility changes per tick, and 16 commands at one timeline boundary. These limits also apply to runtime API registrations.

Mod API

Emote provides a server-side API under io.github.hanhy06.emote.api.

Access it through EmoteApi.getInstance().

The API supports playback control, runtime emote registration, state queries, cancellable play listeners, and playback lifecycle listeners.

API mutations must run on the server thread. Runtime registrations survive /emote reload and are automatically removed when the server stops.

Troubleshooting

An emote does not appear

Run /emote reload and check the server log.

An emote may be skipped when:

  • its animation JSON is invalid;
  • its Minecraft version does not match the server;
  • its exact ID is listed in disabled in emotes.json; or
  • another file declares the same ID.

An emote cannot be played

Check that:

  • the emote is granted in emotes.json;
  • the player has the required permission; and
  • the exact namespace:path ID is being used.

The player’s skin is not applied

Confirm that mineskin_api_key is configured and check the server log.

If MineSkin is unavailable, the textures stored in the animation JSON are used instead.

Configuration changes are ignored

Check that the JSON syntax is valid, then run /emote reload.

Invalid configuration is rejected and the previously loaded configuration remains active.

License

Apache License 2.0

Screenshots

Gallery

  • Thank you, Popular Vibe!
    Thank you, Popular Vibe!
  • hello
    hello

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Downloads
Last Updated
CurseForge
Modrinth
Created
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works