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Making Partner Emotes
Emotes for two players, like the hug or the high five. How players use them is on Partner Emotes, this page is about making them.
A partner emote is three animations:
sequenceDiagram
participant S as Starter
participant P as Partner
Note over S: intro<br>(holds its last pose)
Note over S: waiting...
P->>S: accepts
Note over S,P: both play at the same time
Note over S: action
Note over P: partner_action (optional)
intro - the starter plays this while waiting, like holding a hand up for a high five
action - the starter plays this once someone joined
partner_action - what the partner plays, the same as action if you leave it out (optional)**
in the pack.json
"high_five": {
"look": false,
"partner": {
"intro": "high_five_intro",
"action": "high_five",
"partner_action": "high_five",
"distance": 0.9
}
}| Field | Default | What it is |
|---|---|---|
intro |
played while waiting | |
action |
the emote's animation | the starter's part |
partner_action |
same as action
|
the partner's part |
distance |
1 |
blocks between the two players during the action |
The intro and action animations don't show up as emotes of their own.
Give it "loop": "hold_on_last_frame", so the starter keeps holding the pose while they wait.
This is the important part. Animate both actions as if the partner stands distance blocks in front of the
starter, facing back.
starter partner
--> 0.9 blocks <--
O _________________ O
In game nobody gets moved. Each player's game draws both of them exactly where the animations expect them, so if
your animation is made for 0.9 blocks, distance must say 0.9.
The easiest way to get it right in Blockbench: put two templates in one project, the second one turned around 180
degrees and moved distance * 16 pixels forward. Animate both, then export each one's animation on its own.
-
Same part (high five): both do the same thing mirrored to each other, leave out
partner_action. -
Different parts (fusion dance): the partner does the mirror image of the starter, so it needs its own
animation. Give it in
partner_action.
Sound and particle keyframes play for each player's own animation. If both play the same action (like the high five), both make the sound, which is what you want for a clap. For a sound only one of them should make, put it in only one of the two actions. See Sounds and Particles.