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Releases: Acc-Off/EmotePreviewer

EmotePreviewer 0.4.0

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@github-actions github-actions released this 12 Sep 01:15

EmotePreviewer

Browse, search and preview FiveM emotes (rpemotes-reborn / scully_emotemenu, and the older rpemotes / dpemotes) on Windows, played back from your own GTA V (Legacy) installation.

  • EmotePreviewer-<version>-win-x64.exe — self-contained, no .NET runtime needed
  • EmotePreviewer-<version>-win-x64-slim.exe — needs the .NET 10 Desktop Runtime and ASP.NET Core Runtime (x64)

Before the first start, create the key files once with the EmotePreviewer Key Tool. Requirements and usage are in the README. No game data, keys or emote resources are included.

Changes in 0.4.0

  • Resources: the older menus load too — rpemotes (the version before rpemotes-reborn) and dpemotes. Both are offered for download on the settings page, and a copy on disk works as a folder. types.lua is no longer required, dpemotes' DP tables and Client/ folder are recognised, and lists that read Config (the PtfxInfo lines) no longer fail to load. Their content mostly overlaps rpemotes-reborn; the point is checking a server that still runs one of them.
  • Fixed: props stored as breakable fragments (the food trays, the bin, the road sign, the electric guitar — 10 of the 500 prop models) drew their parts at the wrong place because the bone each part sits on was ignored: the cup sank through the tray. Present since 0.1.0.
  • Viewer: a frame is drawn only when something changed (playback, camera, a load or a toggle), and the loop stops while the "EmotePreviewer has exited" overlay is shown. Before, the blurred overlay over a canvas redrawn 60 times a second kept the GPU busy and could make video playback in other windows stutter while the tab was visible.
  • DevTools: geom reads fragments as well as drawables; --bones prints each bone's offset.

EmotePreviewer 0.3.0

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@github-actions github-actions released this 11 Sep 12:07

EmotePreviewer

Browse, search and preview FiveM emotes (rpemotes-reborn / scully_emotemenu) on Windows, played back from your own GTA V (Legacy) installation.

  • EmotePreviewer-<version>-win-x64.exe — self-contained, no .NET runtime needed
  • EmotePreviewer-<version>-win-x64-slim.exe — needs the .NET 10 Desktop Runtime and ASP.NET Core Runtime (x64)

Before the first start, create the key files once with the EmotePreviewer Key Tool. Requirements and usage are in the README. No game data, keys or emote resources are included.

Changes in 0.3.0

  • Layering: emotes now play in the game's two animation slots. An emote whose flag makes it an upper-body one (SECONDARY, e.g. flag 51: waving, clapping, holding a flag) plays only its upper body, over the walk style's idle or over the whole-body emote picked above it. Layer (next to the search box) opens a second list of upper-body emotes; the upper list then shows whole-body ones, so only pairs the game can play together can be picked. The rules were verified against the game.
  • Fixed: list-type clips (about 4,900 of the previewable clips; 3,400 of them point at a later section of a long animation, e.g. wave_a) played from the start of their source animation instead of their time window. The baked clip cache is version 4 now, so old caches are rebuilt on first use.
  • Fixed: the thigh roll helper bones stayed at the bind pose when a clip carried a track for them (clips written by converters), which bent a raised leg.
  • Emotes flagged MOVING (51) count as looping. GET /api/clipsets/{set}/{clip} bakes a clip of a movement clip set. DevTools: ycd (export a dictionary), clipinfo [--dump] (clip structure and raw track values).

EmotePreviewer 0.2.2

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@github-actions github-actions released this 10 Sep 11:22

EmotePreviewer

Browse, search and preview FiveM emotes (rpemotes-reborn / scully_emotemenu) on Windows, played back from your own GTA V (Legacy) installation.

  • EmotePreviewer-<version>-win-x64.exe — self-contained, no .NET runtime needed
  • EmotePreviewer-<version>-win-x64-slim.exe — needs the .NET 10 Desktop Runtime and ASP.NET Core Runtime (x64)

Before the first start, create the key files once with the EmotePreviewer Key Tool. Requirements and usage are in the README. No game data, keys or emote resources are included.

Changes in 0.2.2

  • Fixed: the cloth-simulated parts of the story and cutscene peds (the protagonists' jackets and 50 other drawables) were drawn pushed away from the body. Their vertices are stored as barycentric weights over the cloth simulation mesh, not as bone weights; they are now decoded through the .yld binding and skinned to the body, so the jacket rests and moves with the ped (without the in-game swing). The Cloth toggle is on by default now.
  • Fixed: the story characters' faces (FACIAL_* rig, e.g. player_zero) folded into the skull on clips that carry a FACIAL_facialRoot track. Those bones are treated as facial and left to the facial layer, like FB_*.
  • Ped mesh ETags now hash the served bytes, so a changed extractor never leaves the browser on a stale cached mesh.
  • DevTools: yld (cloth dictionary dump), cloth reports decode problems.

EmotePreviewer 0.2.1

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@github-actions github-actions released this 10 Sep 10:10

EmotePreviewer

Browse, search and preview FiveM emotes (rpemotes-reborn / scully_emotemenu) on Windows, played back from your own GTA V (Legacy) installation.

  • EmotePreviewer-<version>-win-x64.exe — self-contained, no .NET runtime needed
  • EmotePreviewer-<version>-win-x64-slim.exe — needs the .NET 10 Desktop Runtime and ASP.NET Core Runtime (x64)

Before the first start, create the key files once with the EmotePreviewer Key Tool. Requirements and usage are in the README. No game data, keys or emote resources are included.

Changes in 0.2.1

  • Fixed: peds whose component drawables embed their own (partial) skeleton — mp_f_deadhooker, the three protagonists (player_zero / player_one / player_two), cs_wade, ig_wade, cs_stretch, ig_tracydisanto — looked right at rest but fell apart as soon as an emote played. Their skin bone indices are now mapped to the ped skeleton by bone tag, the way the game does it.
  • New Cloth toggle in the viewer (off by default): parts the game shapes with its cloth simulation (the protagonists' and cutscene peds' jackets) only exist in the files as a spread-out starting shape, so they are left out unless you turn them on. The button is enabled only for peds that have such parts.
  • DevTools: skinbones and cloth scans, geom --bones.

EmotePreviewer 0.2.0

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@github-actions github-actions released this 08 Sep 06:47

EmotePreviewer

Browse, search and preview FiveM emotes (rpemotes-reborn / scully_emotemenu) on Windows, played back from your own GTA V (Legacy) installation.

  • EmotePreviewer-<version>-win-x64.exe — self-contained, no .NET runtime needed
  • EmotePreviewer-<version>-win-x64-slim.exe — needs the .NET 10 Desktop Runtime and ASP.NET Core Runtime (x64)

Before the first start, create the key files once with the EmotePreviewer Key Tool. Requirements and usage are in the README. No game data, keys or emote resources are included.

Changes in 0.2.0

  • Folder resources are watched: a .ycd or Lua file you add or overwrite is picked up a moment later, and the clip on screen is swapped in place without losing the playhead. A Rescan button on the settings page does the same on demand (POST /api/resources/{id}/rescan).
  • Add-on emotes registered through AnimationListCustom.lua (LoadAddonEmotes) now appear in the catalog.
  • DevTools: skeleton (dump a skeleton definition as JSON), yft, axes commands for working on custom animations.

EmotePreviewer 0.1.0

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@github-actions github-actions released this 06 Sep 02:06

EmotePreviewer

Browse, search and preview FiveM emotes (rpemotes-reborn / scully_emotemenu) on Windows, played back from your own GTA V (Legacy) installation.

  • EmotePreviewer-<version>-win-x64.exe — self-contained, no .NET runtime needed
  • EmotePreviewer-<version>-win-x64-slim.exe — needs the .NET 10 Desktop Runtime and ASP.NET Core Runtime (x64)

Before the first start, create the key files once with the EmotePreviewer Key Tool. Requirements and usage are in the README. No game data, keys or emote resources are included.