#Lethal Emotes API

1 messages Β· Page 4 of 1

narrow wraith
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thats how i knew there was props in it

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dont think you gave me the right timestamp this is just code and watching the emotes in game

grizzled lava
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For which

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Props?

narrow wraith
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you said a better preview thing

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no no

grizzled lava
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Oh

narrow wraith
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i wanted to see what you meant

grizzled lava
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Well it's at 15:35

narrow wraith
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the playable director thing ?

grizzled lava
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Yeah

narrow wraith
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it uses a timeline and plays it in the main scene

grizzled lava
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You can just seek through your animation

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Or move your audio around

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To eyeball stuff

narrow wraith
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thats cool

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thats very useful for sync

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oh but audio and animation has to be on frame 0 anyways

grizzled lava
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Honestly no idea why this feature isn't talked about more

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Yeah, it helps with lining up stuff

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Gonna see if in the future we can let you just import a timeline though as I said in the video

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But we just found out about it's existence like 3 days ago lol

narrow wraith
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ah

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i will use it for preview but i wont use it for timing

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for now

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well i will use it for timing but i will still cut the animation or the audio trim

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i noticed a couple small issues with my emotes when playing with them xD

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i will fix those later

grizzled lava
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Imagine playing the game πŸ’€

narrow wraith
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first itme in a while

grizzled lava
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I've done nothing but program for 2 months

narrow wraith
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since my schedule didnt align with my friends

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damn

grizzled lava
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Can't get enough of it

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Then again I've done basically nothing for the past year and a half so ...

narrow wraith
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but i need a game object to use this function

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so i need to see more off the tutorial i guess

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oh i prob need a new example project

grizzled lava
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I need sleep unfortunately but I'll answer any more questions when I wake

narrow wraith
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np

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its not important rn i will use the old school ways gn

weary forge
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Are the emotes also silent for other players if you set your own volume to 0?

narrow geyser
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Emote volume is local only

rich egret
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found a bug where when I press random emote it still plays the previous emote over and over again (this happens when I land the ship)

grizzled lava
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um

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I've heard about this

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isn't there a mod fixing the rng?

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unless I'm crazy

rich egret
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idk

grizzled lava
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I'll look into it but like

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it's pretty straightforward code, that can only be messed up if Random.Range isn't working

rich egret
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i can try removing some mods that were just installed to see if it is causing it

grizzled lava
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what would those be?

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that would greatly help the process

rich egret
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I installed lc sound tool

grizzled lava
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if it only just broke for you

rich egret
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and

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customsounds

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idk if that can break it

grizzled lava
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was it working before you started installing stuff today?

rich egret
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yes

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it still works but it just stops working completely after landing

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uninstalling those 2 to see if it affected it

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ok now it broke kinda even more

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its now repeating 2 emotes

grizzled lava
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any other mods you installed recently?

rich egret
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diversity and then thats it

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i have a relatively small modlist compared to other ppl

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ill send the clip to show the issue

grizzled lava
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yeah it's diversity

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:x

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I'll look into why

grizzled lava
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I imagine it's setting rng to a constant value or something

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closed source mod Angry

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why can't people be normal

rich egret
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rip

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diversity lagged my game anyways

grizzled lava
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guess I get to dig through the dll

rich egret
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through thunderstore source?

grizzled lava
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dnspy

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on it's dll

rich egret
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ah

grizzled lava
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actually it might not be to be fair, could just be not very obvious

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imma check with the mod dev before I continue this route

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yeah, temporary issue

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should be fixed soonℒ️

rich egret
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awesome

narrow wraith
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@grizzled lava reupload ?

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sorry for alien language

grizzled lava
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oh yes thanks for the reminder

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I added some important text telling people to use unique file names, nothing else is different

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making the old one unlisted

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really just boils down to, you should make a unique folder name for your mod and put all assets in that folder, cause if two mods have the same file names, it doesn't load one of them

narrow wraith
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i see

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is there an updated example project ?

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and if so where do i get that

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found it

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im missing something ?

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oh its not important

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nvm

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also you prob should make a standalone tutorial for join spot too

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im missing playable asset

grizzled lava
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uhhh

narrow wraith
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i loaded up the new project file

grizzled lava
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let me clone it

grizzled lava
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but that is a huge undertaking

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wtf unity

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it just didn't remember the packages

narrow wraith
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oh

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so i need this ?

grizzled lava
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well

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you need a few things

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I'm looking into it

narrow wraith
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i see all this ?

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i will just let you fix it first

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then i redl it

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the old school way is smooth and efficient for my needs rn anyways

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do you have any way i can adjust the emote volume of specifc emotes without changing the entire audio file ?

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since some of my audio is a bit too quiet

grizzled lava
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not really, that kinda has to be done with the audio

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basically every audio editor has a way to increase gain

narrow wraith
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yeah but if i increased it too much it was like broken audio

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so i stopped doing it

grizzled lava
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wouldn't that happen in game too then?

narrow wraith
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yeah prob

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i think i know what i need to do

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after some research

grizzled lava
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think I fixed the repo, just testing really quick

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I was ignoring the package manifest

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in your case though, I honestly wouldn't recommend updating

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since what you have works

narrow wraith
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you mean i should use the old school way ?

grizzled lava
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well the new repo isn't exactly new

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just the one preview feature

narrow wraith
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oh

grizzled lava
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which you can just do anyway

narrow wraith
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can you help me get the preview instead

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xD

grizzled lava
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wait

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you're probably missing packages

narrow wraith
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there isnt much harm to switch the repo for me though

grizzled lava
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cause the old repo had missing packages

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so no preview

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yeah maybe just switch then

narrow wraith
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its not like i need to change anything in the visual studios either

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i dont think ?

grizzled lava
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true

narrow wraith
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ok i will swap

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just let me know when you fix it

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i will keep my old one as backup

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if i need to fix something in them

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now that i have more experience with unity i can keep my things more clean too

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i also found out how to fix my audio

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ez

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now its louder and not skratchy

grizzled lava
narrow wraith
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is there a mod to skip to lan screen

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πŸ˜„

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i cant find one

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useful for multi instance testing

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also when you join spot emote and one player stop the other guy still does it shouldnt it stop together

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πŸ˜„

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this mod lets you skip to lan

grizzled lava
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yeah make sure to set
joiner.currentlyLockedBoneMapper = host;

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use that when you are locking a joiner to a host

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both joiner and host in this case are BoneMappers

narrow wraith
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let me see

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it is though ?

grizzled lava
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oh then yeah

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you can also reverse it after the joiner starts their animation

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if you want either person to be able to cancel it

narrow wraith
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yeah i want that

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if 1 stop

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both stop

grizzled lava
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so then yeah

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after the joiner plays an animation

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host.currentlyLockedBoneMapper = joiner

narrow wraith
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it needs to be in this right

grizzled lava
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yes after the joiner starts playing

narrow wraith
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so like this ?

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joiner anim plays here

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so i assume its like this ?

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well like this

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but yeah

hazy dew
narrow wraith
# hazy dew URL please

Timestamps:
0:00 Prerequisite programs/opening
5:28 Blender Time-lapse
7:09 Preparing Animations in Unity
11:59 Looping animations setup
12:37 FFMPEG audio optimization
14:42 Unity audio optimization
15:35 Playable Director/Timeline Editor
18:21 Asset bundles
23:27 Coding setup/boilerplate explanation
30:35 Emote parameter examples
34:33 Importi...

β–Ά Play video
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accidently had timestamp on it

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there you go

weary forge
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Yesterday I played with my friends and I noticed some issues. Sometimes i as the host had ostrich legs for other players and for me other players (when not emoting) sometimes walked weirdly tilted backwards.

red needle
weary forge
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018d1e27-e764-bfb8-70e5-96592e4845cc

crystal nimbus
grizzled lava
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it might, let me check

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ah, yeah it's probably me tbh

crystal nimbus
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What is tbh?

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Is this problem being solved?

narrow geyser
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"to be honest"

crystal nimbus
grizzled lava
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fixed it, update coming out soonish

crystal nimbus
weary forge
grizzled lava
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oh, I think I fixed that

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sorry forgor to mention

weary forge
grizzled lava
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ye

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I think the primary issue was using emotes from the other big two emote mods at the same time as emotes api emotes

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which was causing bones to forget their positions

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so now I just set it so like other emotes, ours cancel on other emotes playing

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since that just makes sense anyway

grizzled lava
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fyi to anyone making emote mods, I have recently pushed 1.3.0, which deprecates the normal

AddCustomAnimation.AddCustomAnimation(AnimationClipParams) in favor of

EmoteImporter.ImportEmote(CustomEmoteParams)

these two functions work almost identically, but some key differences are:

some parameters were renamed to make more sense and/or be more in line with.
I.E:
animationClip is now named primaryAnimationClips
_primaryAudioClips is now named primaryAudioClips

customName is now internalName, and displayName should be used instead

in addition, your emotes when imported with the new system, will have an internal name of
yourmodsGUID__internalName

this is what you will need to reference it too, don't worry if that seems weird, just try playing one of your emotes in game and look at the console, that's what you want to use now.

The primary purpose of this, and specifically why we made the change to the naming scheme is to allow for duplicate animations to coexist with no issue, before now if say a mod existed which adds the toothless dance, but then another mod also implements the toothless dance and names the file the same thing, whichever loads second will just not load at all. However with the mods GUID being appended to the internal name, duplicate emotes can exist no problem.

Again, the old system still works just as you know it, but any future features will only designed to work with EmoteImporter.ImportEmote(CustomEmoteParams)

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technically speaking, as of right now, there is no reason to use the system except to prevent your emote from overriding someone elses or vice versa

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so don't worry about rushing to fix this now unless you are affected by the duplicate issues of the original system

grizzled lava
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I'll work on updating the wiki probably tomorrow, but as noted, not much is really different, just a couple of technical differences but the flow is ultimately unchanged

nocturne dust
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im not sure if this is the right place to say this and im sorry if it isnt, but when i do random emotes every now and then there will be an emote that spawns an enemy

grizzled lava
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oh fuck

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I left in the debug stuff

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let me remove that

nocturne dust
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haha

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i just put together a bunch of mods so i really wasnt sure

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ty

narrow geyser
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πŸ’€

grizzled lava
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you can blacklist them for now, if you search spawn_

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but the patch is being uploaded as we speak

nocturne dust
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you legend

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was not expecting a response this fast lmao

grizzled lava
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#thunderstore-releases message

crystal nimbus
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Some emotions allowed you to move slowly because of their peculiarity. Now there is no such thing, is there any way to get it back? @grizzled lava

grizzled lava
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Is this specific to bad ass emotes or are other mods seeing the same issue?

crystal nimbus
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Only for Badass fashion

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The rest are not so important

grizzled lava
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No I understand

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I think I know why

grizzled lava
crystal nimbus
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badass + more emotes + 200 emotions

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This bunch is just a top

grizzled lava
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yeah

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gonna make a quick patch

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I changed how emotes get imported, and forgot to do the other step on my end

crystal nimbus
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@grizzled lava
I'm just amazed at your corrections, there are so many of them. The guys and I worry every time we update the build of mods and look for bugs on their compatibility. As soon as we see from the top of the Thunder application that your mod has been updated, we bet on what exactly the update is: did the developer forget something or is it something global πŸ˜‚

grizzled lava
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99% of the time it's cause I forgot something

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I try my best but I don't have the best testing methods

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I really should set something up, but there is a lot to juggle

crystal nimbus
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I am a tester to the core and bones, if possible

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As soon as I find the bug, I'll go to GitHub in tears to point out the problem to the mod developers.

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It's in my best interest that other people don't complain about my build that it doesn't work or has problems. πŸ₯Ί

grizzled lava
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yeah I get that, sorry about the confusion

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BadAssCompany 1.1.2 is uploading now

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and it's up #thunderstore-releases message

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to be fair, this is the last major backend update we have planned for now, so the api itself should be pretty stable for now

crystal nimbus
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Great! Thanks for the quick fix ❀️

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πŸ‘‰ πŸ‘ˆ

grizzled lava
digital jungle
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Hey, I'm the author of OpenBodyCams and I've encountered a little issue with your MoreCompany compatibility patch.

In my mod, I patch MoreCompany to spawn the cosmetics on the local player rather than deleting them as it does normally. However, I've found out that entering third person mode in LethalEmotesAPI also spawns the cosmetics on the player, but it appears to also delete the existing cosmetics. Is there a specific reason that needs to be done? If the CosmeticApplication component is already attached then it should be immediately usable, shouldn't it?

crystal nimbus
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@grizzled lava We need you.

crystal nimbus
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@grizzled lava Badass and API - the key for synchronizing dances does not work

grizzled lava
grizzled lava
digital jungle
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gotcha, I think it's not necessary to do that here, the player cosmetics can't change during the game so they shouldn't need to be refreshed like the ones on mimics

grizzled lava
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right, makes sense

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just fact checking with you, this seems to make sense to me, and works in game

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just making sure that doesn't conflict with anything you have

digital jungle
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I did work around the issue by just ensuring that my references to the cosmetics isn't invalidated before the body cam is rendered, but I was initially hoping to avoid the check but it's probably necessary to keep it

grizzled lava
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yeah I'm still gonna get a fix out incase anyone else has similar issues with my old setup

digital jungle
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yeah, that seems fine to me, although I would tend to avoid setting active to false since reactivating game objects is perhaps the slowest thing I can do in my camera callbacks

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idk if that's what your disable function would do

grizzled lava
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I never set it to false, but I found when the player first spawns in they are in fact set to false

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my disable function does a bad, but the comment speaks for itself

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everyone I've talked to has just said to put stuff on layer 23

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I wish we had a better standard

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since 23 is for invis enemies

digital jungle
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I've been using forceRenderingOff in the renderers actually

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but I may have to resort to that too if I see issues

grizzled lava
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if I set forceRenderingOff, would that not break stuff like mirror mod though?

digital jungle
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if you use a camera callback to set it and then revert it similar to my mod it wouldn't, but honestly I don't know how much overhead adding multiple callbacks for before/after camera causes

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so perhaps it is preferable to stick with layers for now

grizzled lava
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we really just need a "invis cosmetics" layer tbh

digital jungle
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as I understand it, there are only two free layers in the game, which is quite rough

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I used layer 31 for something only visible in the body cam, but even that may conflict with some mods for all I know

digital jungle
grizzled lava
digital jungle
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I see, that's rough

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all right, guess I'm switching to that layer as well lmao

grizzled lava
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yeah... it's suffering really

digital jungle
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really given that the game has so few unused layers I feel like it might be better if we could all just use the camera callbacks as long as it doesn't have a big overhead, but not sure if that'll happen

grizzled lava
digital jungle
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maybe invis enemies is fine

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gotcha, I would assume it must be the mirror mod then, mine starts the cosmeticapplication enabled

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(with force rendering off at the moment, unfortunately)

grizzled lava
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the main issue imo, is less that invis cosmetics get put on layer 23, and more than instead of switching them to layer 0, people are changing the cameras to render layer 23

digital jungle
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right

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for mirror mod I think that's fine probably? since it is only in the ship

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not sure where invis enemies would appear

grizzled lava
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and I think that is part of the mod itself, that oops, you can see the girl behind you

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like I think that is intended

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hmmm

digital jungle
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ahh, so she stays where she spawned but invisible after she interacts?

grizzled lava
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well specifically she stays invisible until she is hunting you

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hmmm, wondering about an idea, obviously you have no control over this but I'm just spitballing

MoreCompany has a system where you as a mod dev can "create a request" to render local players cosmetics, and if there are any active requests, the local cosmetics are all rendered on layer 0

at any point you can tell MoreCompany you are done with the request, and if no requests are remaing, the local cosmetics get moved back to layer 23

digital jungle
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that could work, I definitely think it would be good if MoreCompany was prescribing the way to show/hide the local cosmetics, but it specifically has to be something that Unity is happy to switch during the render pipeline rather than only the update stage

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I had some issues with enabling/disabling the CosmeticApplication in the camera callbacks

digital jungle
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ah shit, I just realized you're also recursively setting the layer for cosmetics

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are layers not inherited? edit: answered this for myself, that's unfortunate though

grizzled lava
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yeah I thought they were too honestly, but I found myself having to loop through all children and set their layer else it didn't work

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makes sense I guess

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otherwise the scene's gameobject would set the layer for everything

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making layers useless

digital jungle
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thonk wait the layers would reset?

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what was it setting them to and why?

grizzled lava
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hm? which part are we referring to rn

grizzled lava
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oh I meant that as a reason for layers not effecting children in unity

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cause ultimately every game object converges into one parent

digital jungle
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ah, gotcha

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they could just make an "actual" layer of -1 indicate that it should inherit though

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they have 2^32-32 possible values that could indicate the inheritance state lol

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unless of course they use an 8-bit integer on the native side

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I wish they had used 64 bits for the layer masks though, then we wouldn't be in this mess

grizzled lava
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this just kinda goes out to whoever made DacneEmotesBundle (I think it's supposed to be spelled DanceEmotesBundle) cause I don't see a discord tag, please mark your songs as DMCA πŸ™

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if you ever search your mod up

grizzled lava
crystal nimbus
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What kind of mod? Or is it a bug?

narrow geyser
crystal nimbus
narrow geyser
grizzled lava
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Literally just set it up this morning

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Well, enemies have had emote skeletons for a few weeks now but no one was doing anything with them so

grizzled lava
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goes hand in hand with the fix for badasscompany to make it not eat 3GB of your ram lol

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I need to get a hold of all custom enemy mods so I can give them emote skeletons

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I know the herobrine mod exists, not sure what else really excluding mimics cause I don't think that will ever work since it's just kind of a blob for like 2 seconds and then it's gone

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and as funny as it would be to make the doors dance, I feel that would just ruin the enemy as a whole

crystal nimbus
crystal nimbus
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You need to write there to add

hazy dew
crystal nimbus
hazy dew
crystal nimbus
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Π― ΠΈ Π΅ΡΡ‚ΡŒ русский)

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Π›ΡƒΡ‡ΡˆΠ΅ Π±Ρ‹ с Π½ΠΈΠΌΠΈ сотрудничал ΠΈ внСдрял Ρ‚ΡƒΠ΄Π° эмоции

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ΠŸΠΎΠ΄Π΄Π΅Ρ€ΠΆΠΊΠ° большС с Π½ΠΈΠΌΠΈ

hazy dew
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ΠŸΡ€ΠΎΡΡ‚Π΅Π½ΡŒΠΊΠΈΠ΅ Π°Π½ΠΈΠΌΠΊΠΈ)

crystal nimbus
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Ну ΠΊΡ€ΡƒΡ‚ΠΎ Ρ‡Ρ‘

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Волько Ρ‚Π΅ Π°Π½ΠΈΠΌΠ°Ρ†ΠΈΠΈ ΡƒΠΆΠ΅ Π΅ΡΡ‚ΡŒ Π² Ρ‚ΠΎΠΌ ΠΌΠΎΠ΄Π΅ Ссли Π½Π΅ ошибаюсь

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Ρ‡Π°ΡΡ‚ΡŒ ΡƒΠΆ Ρ‚ΠΎΡ‡Π½ΠΎ

hazy dew
crystal nimbus
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Π°, Π½Ρƒ Ρ‚ΠΎΠ³Π΄Π° ΠΎΠΊ

hazy dew
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Π’ ΡΠ»Π΅Π΄ΡƒΡŽΡ‰Π΅ΠΉ ΠΎΠ±Π½ΠΎΠ²Π΅ я ΠΈΠ· ΡƒΠ±Π΅Ρ€Ρƒ, Ρ‚ΠΊ Ρ‡Ρ‚ΠΎΠ± Π½Π΅ ΠΊΠΎΠ½Ρ„Π»ΠΈΠΊΡ‚ΠΎΠ²Π°Π»ΠΈ

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Π‘ΡƒΠ΄Ρƒ Π΄ΠΎΠ±Π°Π²Π»ΡΡ‚ΡŒ Ρ‡Ρ‚ΠΎ Ρ‚ΠΎ Π½ΠΎΠ²ΠΎΠ΅

grizzled lava
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I'm thinking it might just make more sense for users themselves to be able to set it but idk yet

hazy dew
grizzled lava
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Like what's the point of the mod? Sorry I misunderstood

hazy dew
grizzled lava
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Ah right

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Well I'm currently walking to my car to drive to work so I can't give a super detailed explanation, but it really boils down to

Create a soft dependency on the mod within your own emote mod

Pick out your emotes that you want to add and either add them to
onKillEmotes
Or
intermittentEmoteList

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But I can make a quick video on it once I get back from work

grizzled lava
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Oh but for some info (sorry if this is incorrect I had to use Google translate lol) idk why you thought BadAssCompany added emotes you had when the last time it added emotes was before your mod released, but more importantly, with the new import system BadAssCompany uses, duplicate emotes can exist no problem as long as at least one side (in this case BAC) is using the new import method

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So you don't need to remove any duplicates unless you feel compelled to

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So what I made last night works on it's own principles, but yes it includes the masked enemies cause emotes API supports all the base enemies to emote (technically not really the slime but what are ya gonna do)

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I wanna get to adding emote skeletons for modded enemies in the future as well

hazy dew
hazy dew
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@grizzled lava an error occurs during build
Error:

Could not find type or namespace name 'EnemyAI' (possibly missing using directive or assembly reference)
grizzled lava
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Uhh, what did you change on your end?

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Seems like it's attempting to load game files

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Which theoretically you shouldn't need to do for just emotes

hazy dew
hazy dew
grizzled lava
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Oh to the interactions mod?

hazy dew
grizzled lava
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Uhh, I'll be home in a bit, I'll test it out on an example mod to see what needs to be done

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Could be something I missed

grizzled lava
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oh I forgot in that video, but also make sure to declare a soft dependency

grizzled lava
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switch that to aaron thunderstore

hazy dew
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oh, I'm sorry

grizzled lava
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all good

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it's not exactly well stated

hazy dew
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i'm build

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@grizzled lava By the way, after your update the bad ass animations not working

grizzled lava
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oh?

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like emotes just don't play?

hazy dew
grizzled lava
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even in singleplayer, or specifically multiplayer?

hazy dew
grizzled lava
#

I just setup a new profile and it seems fine, maybe you need to update, one of the first versions after the emote backend change didn't work very well

hazy dew
#

yeah it works

grizzled lava
#

That's awesome

#

Glad it worked out

grizzled lava
#

real W decision

#

would get an omegalul out of me but we can't use emotes here :(

crystal nimbus
crystal nimbus
#

What could it be?

hazy dew
crystal nimbus
#

Already solved the problem

#

@digital jungle and I tested everything

hazy dew
crystal nimbus
#

She eats up a lot of resources

#

Don't you understand?

hazy dew
# crystal nimbus Don't you understand?

НС особо, Ρ‚Π°ΠΌ ΠΌΠΎΠΆΠ½ΠΎ ΡΠ½ΠΈΠ·ΠΈΡ‚ΡŒ Настройки Ρ‡Ρ‚ΠΎΠ± Π½Π΅ съСдало фпс

#

Π›ΠΈΡ‡Π½ΠΎ Ρƒ мСня Π½Π° с ΠΊΡƒΡ‡Ρƒ ΠΌΠΎΠ΄Π°ΠΌΠΈ Π½Π° срСднСм ΠΆΠ΅Π»Π΅Π·Π΅ Π½Π΅ Π±Ρ‹Π»ΠΎ Тёстких просадов

hazy dew
# crystal nimbus well, stay with this mod)

Π― имСю Π²ΠΈΠ΄Ρƒ Ρ‡Ρ‚ΠΎ ΠΎΠ½ ΠΌΠ΅Π½Π΅Π΅ Π³Π΅ΠΌΠΎΡ€Π½Ρ‹ΠΉ Ρ‡Π΅ΠΌ Π°Π½Π°Π»ΠΎΠ³ΠΈ, Π²ΠΎΡ‚ ΠΈ всё) Π― Π½Π΅ Π³ΠΎΠ²ΠΎΡ€ΡŽ Ρ‡Ρ‚ΠΎ Ρ‚Ρ‹ обязан ΡΡ‚Π°Π²ΠΈΡ‚ΡŒ Π΅Π³ΠΎ, просто, ΡΠΎΠ²Π΅Ρ‚ΡƒΡŽ Π΅Π³ΠΎ

#

А ΡΡ‚Π°Π²ΠΈΡ‚ΡŒ ΠΈΠ»ΠΈ Π½Π΅Ρ‚ это ΡƒΠΆΠ΅ Ρ‚Π΅Π±Π΅ Ρ€Π΅ΡˆΠ°Ρ‚ΡŒ

crystal nimbus
#

)

tender sinew
crystal nimbus
#

He has already released updates and there are no problems

#

But there's a problem...

#

I don't understand what exactly he's swearing at.

#

There were no problems in the game, he just swears at the cosmetics

#

In all cases

crystal nimbus
grizzled lava
#

yeah idk, I think it might have been a temporary issue because as you said, with everything up to date it's no longer throwing errors like this

shadow marsh
#

Does this look like an Emotes API issue? Stack trace: System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <787acc3c9a4c471ba7d971300105af24>:IL_0009) (wrapper dynamic-method) RoundManager.DMD<RoundManager::SpawnEnemyGameObject>(RoundManager,UnityEngine.Vector3,single,int,EnemyType) RoundManager.SpawnEnemyOnServer (UnityEngine.Vector3 spawnPosition, System.Single yRot, System.Int32 enemyNumber) (at <af9b1eec498a45aebd42601d6ab85015>:IL_0012) SavageCompany.CoilEvent.Update () (at <565b69407cff4c4883746ac55e6718db>:IL_01A0) SavageCompany.GamePatches.RoundUpdatePatch () (at <565b69407cff4c4883746ac55e6718db>:IL_0018) (wrapper dynamic-method) StartOfRound.DMD<StartOfRound::Update>(StartOfRound) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Update>?674841190(StartOfRound) EmotesAPI.CustomEmotesAPI.StartOfRoundUpdate (System.Action`1[T] orig, StartOfRound self) (at <736f2fd0ba9e44c3a1ffa4ea1a0e4ef4>:IL_0001) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Update>?1407469116(StartOfRound) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<StartOfRound::Update>?-1934108510(StartOfRound) LethalThings.Patches.Debug.StartOfRound_Update (On.StartOfRound+orig_Update orig, StartOfRound self) (at O:/github/LethalThings/LethalThings/Patches/Debug.cs:221) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<StartOfRound::Update>?207253584(StartOfRound)

#

I've reached out to Lethalthings already

I've submitted a note to savage company, not sure if it is related to this mod or not

#

Goes apeshit in the log

#

I may have grabbed wrong snippet

#

Nvm, it's in that stack trace

grizzled lava
#

can I get a full log?

shadow marsh
#

1 moment

#

Discord is having a stroke

#

ok..

#

It won't let me upload

#

1 sec

#

This is most up to date log

grizzled lava
#

do you perchance have a mod list?

#

specifically a code

shadow marsh
#

Sure

#

018d47da-b82a-c3b7-b295-22ae7b46bb53

seems reproducable on landing specifically

#

OK, I lied
Maybe not on landing, but perhaps when masked are trying to spawn?

grizzled lava
#

yeah the error indicates enemy spawning

shadow marsh
#

I believe someone else MAY have indicated this to the dev of the mask mod

#

not looking at name of mod atm

hazy dew
#

@grizzled lava wanted to know something. The last line is responsible for the volume of the sound?

EmoteOptions.onKillEmotes.Add(new EnemyEmote("The Real Slim Shady", .8f));
grizzled lava
#

that's for how long it will play

#

in seconds

#

so you can use looping emotes effectively without enemies infinitely emoting

hazy dew
shadow marsh
#

I reached out to Masked Enemy overhaul and they still got the same log errors without lethalapi enabled - I think it may be savage company

crystal nimbus
#

I can't wait to see the config for each monster

shy lichen
# shadow marsh Sure

SavageCompany trying to make spawns but getting conflicted by other spawning methods (I think)

shadow marsh
#

Unless it's conflicting with AC?

#

@shy lichen

grizzled lava
#

primarily for stuff we have big drive for, not just stuff people request

hazy dew
red needle
#

You can have as many emotesapi packs installed as you want at the same time

hazy dew
hazy dew
red needle
#

We wanted to make a separate pack that is dedicated to quality. Badasscompany although it has many quality emotes we have ripped or even animated ourselves, we wanted a separate pack for our emotes we animate and customize that go above and beyond

patent fern
#

?modder 151165627665612801

torn terraceBOT
#

dynoSuccess Added role Modder to tillytanker

#

Yay! @stray summit you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.

patent fern
grizzled lava
#

thanks for that, last I checked we couldn't pin messages

grizzled lava
#

if not my b

patent fern
#

?modder 100291915672469504

torn terraceBOT
#

Yay! @red needle you've been assigned the modder role. Head to #role-picker to select which type of modding you're interested and active in.

red needle
grizzled lava
patent fern
narrow geyser
crystal nimbus
#

Why does he mention the Emotes API?

#

What is this connected with?

#

#1189688386701762732 message

grizzled lava
#

99% sure that's another case of us using that function for stuff, and that function is breaking at some other point, so we are in the stack trace

narrow geyser
#

Unfortunately IL patches kind of do that

#

It's unfortunate that so much is packed into PlayerControllerB

grizzled lava
calm stone
#

I'm having an issue where I can only load one emote pack at a time (badass company, broiilers, etc.)
I'm pretty sure the console is saying it's loading the other packs too, but only the emotes from the first pack loaded are available. Does anyone have any ideas as to why this happens? (how to fix it, or incompats that cause it?)

calm stone
grizzled lava
#

so a couple of the mods which don't use the updated import settings that allow for duplicate emotes have conflicts to some extent

grizzled lava
calm stone
grizzled lava
#

oh

#

if you are manually installing

#

make sure every mod has it's own folder

#

inside of plugins

#

like so

calm stone
#

OHHHHHH I see! Do the assets go in the assetbundles folder at all then?

grizzled lava
#

yes

#

like any mod you download

calm stone
#

So every dll goes in it's own folder like that, but every asset thingy goes in the assetbundles? Thank you!

#

I knew it wasn't an incompatibility, based on the logs it was like some weird loading thing.

grizzled lava
#

when you download a zip from thunderstore

#

take everything in that and put it in it's own folder

#

basically

calm stone
#

ahhhhhhhhhh like that, thank you for that lil video!

grizzled lava
#

new update out, fixes duplicate emotes from packs that use the deprecated import system from super breaking, now they will only kinda break

small ginkgo
sour cloud
#

hey, im trying to make some emotes for me and my friends, and im finding that the animations in game aren't line up properly compared to in blender and unity (eg, the hand aren't touching in game, but they are in unity)
is this something i can fix?

red needle
#

this is a me problem not a you problem, I bungled up the rig but will be releasing a new version of it that has the position data for the arms fixed soonℒ️

#

I have just been busy binging persona 3 reload so I haven't gotten it done yet WaferWorry

grizzled lava
#

well, the problem stemmed from the export missing a bone

#

and it just kinda cascaded from there

#

bottom line, I would hold off on doing intricate hand animations for the time being, we hope to get an updated model out sometime this week or so, which will map 1:1

red needle
#

I'll try to have the updated rig out by tomorrow afternoon

grizzled lava
#

HOLY SHIT

#

we stay winning

#

documented proof

#

that gltf export is better than FBX

#

as you can see the z-fighting everywhere, we finally have a perfect export of the model

#

only possible by switching off of the official FBX exporter

grizzled lava
#

fbx is a cancer on this world

#

change my mind

red needle
red needle
#

just a heads up it might not be released until some time tomorrow since we spent all day trying to troubleshoot rigmapping issues

narrow wraith
#

please let me know when its ready

red needle
narrow wraith
#

πŸ‘ gl and ty

narrow geyser
#

emote

grizzled lava
#

me too?

#

oh yeah

#

just an update on the better rig

red needle
deep inlet
red needle
#

oh yeah the new rig is basically done

grizzled lava
#

mostly working, just got some stuff to clean up, I think it's going to have another required step if you want the "super accurate" mode, aka I'll package in the Avatar that is used in the emote skeleton, because unity loves to just make slightly different Avatars every time you export stuff

red needle
deep inlet
grizzled lava
#

oh

#

I need to sleep for work soonish

#

but just a sanity check

#

make sure you use HDRP compatible shaders

#

cause Lethal Company uses HDRP so non-HDRP shaders will not show up in game

deep inlet
#

"thats a crazy sanity check thing to say, thats crazy"

  • them
grizzled lava
#

I'm gonna probably end up making a more in depth prop tutorial once I finish Persona 3 Reload

#

cause I kinda skimmed over it in the general tutorial

deep inlet
#

question when the new rig drops
will emotes have to be reanimated?

grizzled lava
#

most likely not, unless you have made precice emotes that work around the current limitations

#

everything will essentially move by a few inches

#

but for 99% of emotes I bet it won't be noticable

red needle
deep inlet
#

ah okay, nice

red needle
#

because currently there is inaccuracy in the translation to ingame as what has been seen prior

deep inlet
#

I only got like, one of those

red needle
#

once nunchuk is back awake and we get the avatar properly setup

#

I'm just finishing adding all the nicities to the rig right now as that previous screenshot I sent showed but we need to make sure its still accurate to in-game once I'm finished

deep inlet
red needle
#

that image got me so excited for what is to come

deep inlet
#

nah, you should be scared
(we are gonna add awful things)

#

or 1 awful thing

#

🚽

deep inlet
#

ITS DONE the insanity has ended

deep inlet
red needle
red needle
#

Whenever nunchuk wakes up and has time the new rig will be released like

#

hopefully in an hour or 2

#

We just need the avatar for it so it will always show up in game accurately

red needle
#

oh yeah

#

some features of the new rig will also be being able to see the first person view as we ripped the exact FOV and position from in game, and also being able to see the position an item will appear in the hand.

The orange highlighted cross empty in the 3rd screenshot is where items will appear. If you want to you can also animate it so you can move the held item around in game as part of your animation (like if you wanted the character to do an emote swinging or throwing around the current held item) although it isn't really documented how to at the current moment.

deep inlet
#

oh yeah, i was curious
whats the purpose of the bones that looke like fists?

remote minnow
#

does this mod have a setting where if you're emoting and you move the emote stops?

narrow geyser
#

not currently

#

and if we were to implement it, it would only ever be client choice to do so

#

host would not be allowed to override

#

and our stance won't change

remote minnow
#

i mean i like the mod alot but bruh the moving while emoting is kinda...

#

aight

narrow geyser
#

of course

#

if you want it, the mod is open source

remote minnow
#

nah bro i dont even know how to mod haha

#

thanks for replying tho

#

aight im out

red needle
#

you can still individually adjust the fingers, but if you want to move all the fingers as a whole you can use that to get a good starting position

#

also how the fingers are setup, you may have noticed already as this was a feature on the old rig too, is that when you move the root of a finger, the tip will try to follow its bend naturally

grizzled lava
#

@clear igloo @sour cloud just letting you two know since I know both of y'all were trying to get better hand animations LethalEmotesAPI 1.5.0 is out now. It contains the updated avatar which is probably as close to perfect I can get it with the humanoid translation layer. Similarly, with the new chadrig, what you see in Unity is what you get in game which is super important IMO. No animations need to be updated, because for the most part, the only change is the hands changing position slightly, but it's much much more accurate now. There is a slightly new system to import the animations from the ChadRig, which is important since you are copying the avatar I use for the emote skeleton itself

#

sorry it wasn't like this from the start, we genuinely didn't notice the discrepancies until the last couple weeks

deep inlet
red needle
#

the thumb is the only finger this trick doesn't work for due to the weird opposable nature of thumbs Dog_KEK

deep inlet
red needle
deep inlet
#

(in blender)

grizzled lava
#

I believe the only exception is the head bone is now called spine.004 (to match the avatar of the emote skeleton, which matches the names of the in game rig)

#

uhh, there might actually be some other name changes thinking about it, let me check

red needle
#

well the rig has a different bone order entirely as well in blender, you might have some luck copy pasting poses in blender but no promises on compatibility

#

blender sometimes just works for copying pose data if the names match but other times it just refuses. Again the old rig still works perfectly fine but it is imperfect in its hand positioning.

Keep in mind for when/if you play animations on enemies like bracken or other models it won't line up perfectly with positions on anything but the Scavenger

narrow geyser
red needle
#

yeah, locking the player in place is a creative decision for the dev of any given modpack to make. Our creative decision with BadAssCompany is to allow players the freedom to move if they desire to. If players don't want to move while emoting we determined that they can just hit the stop emoting button before moving WaferShrug

#

there are some emotes we decided were worth locking in place like "duck this one" and the one rune mentioned "Rancho Relaxo" under our TF2Emotes release

hazy dew
#

@grizzled lava Do you know if there is any add-on for blender for motion capture?

grizzled lava
#

I'm sure there is, but I've never looked into it

red needle
hazy dew
#

@grizzled lava

[Error  : Unity Log] KeyNotFoundException: The given key 'OMFG Hello' was not present in the dictionary.
Stack trace:
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <787acc3c9a4c471ba7d971300105af24>:IL_001E)
EmoteNetworker.SyncEmoteToClients (System.UInt64 playerId, System.String animation, System.Int32 pos) (at <b51f6a370a694a1caf7be5f0658ecbb5>:IL_002A)
EmoteNetworker.SyncEmote (System.UInt64 playerId, System.String animation, System.Int32 pos) (at <b51f6a370a694a1caf7be5f0658ecbb5>:IL_0017)
EmotesAPI.CustomEmotesAPI.PlayAnimation (System.String animationName, BoneMapper mapper, System.Int32 pos) (at <b51f6a370a694a1caf7be5f0658ecbb5>:IL_004A)
EnemyInteractions.EnemyKillHooks.OnKillPlayer (System.Action`5[T1,T2,T3,T4,T5] orig, GameNetcodeStuff.PlayerControllerB self, UnityEngine.Vector3 bodyVelocity, System.Boolean spawnBody, CauseOfDeath causeOfDeath, System.Int32 deathAnimation) (at <435f99596b7745718ce2610027e7b6d1>:IL_00CD)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<GameNetcodeStuff.PlayerControllerB::KillPlayer>?-570545432(GameNetcodeStuff.PlayerControllerB,UnityEngine.Vector3,bool,CauseOfDeath,int)
MaskedPlayerEnemy+<killAnimation>d__102.MoveNext () (at <af9b1eec498a45aebd42601d6ab85015>:IL_03D3)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <e27997765c1848b09d8073e5d642717a>:IL_0026)

Is it possible to solve this problem? The error appears after I am killed by an enemy with a mask and I get an error and I don't die

grizzled lava
#

well first off, I should update enemy interactions to safely handle missing emotes instead of breaking other stuff

#

but from your side, since you updated to use the new import system

#

all of these need to have your GUID + __ appended to it since that is how they are stored in memory now to avoid conflicts with other emote mods

#

so it would be "YourGUIDHere__OMFG Hello"

hazy dew
grizzled lava
#

Alternatively, what I would suggest insted of
"YourGUIDHere__OMFG Hello"

you can do

$"{PluginGUID}__OMFG Hello"

#

which will auto pull whatever you set PluginGUID to

hazy dew
#

thanks

grizzled lava
#

yep, sorry for not communicating that properly before

#

tbh it's been new, having people actually use emotes api lol

#

when I did this in ror2 there were only like 2 people ever who created emotes for it beyond our core team

#

I pushed out a fix for enemy interactions so that you will at least die properly when there is an error there, but yeah I would suggest hitting that ctrl + h really quick so that your emotes play properly

hazy dew
#

Yeah, it's working.

deep inlet
#

for animating in blender
I went to convert an old version of the emote to the new rig
changed all bone names on the (1.6.1) rig to line up with the new(2.0.2).
but the two rigs have a lot of differences.
mainly because the old rig was scaled to 0.2 (I think)
so positioning is completely off.

but, there is a chance im doing something wrong
or, i;ve misinterpurated instructions

red needle
#

There are a good handful of differences. Unfortunately if animations don't copy over cleanly there isn't a ton I can do :/

#

You don't need to use the new rig however, like if you are just trying to keep animation source files its fine to still have old versions of the rig, they still work they just don't show a 1 to 1 perfect representation of in game while animating

deep inlet
#

okay πŸ‘

deep inlet
#

awesomeness
(is there a way to manually raise the camera. as it doesnt line up perfectly from blender)

red needle
#

I can take a look at it with nunchuk tonight to see how far off it may be

clear igloo
hazy dew
#

@grizzled lava I would like to know if there is any way to reduce the time to play animation in EnemyInteractions?

grizzled lava
hazy dew
#

In general, it would be more convenient to create a simple config.

grizzled lava
#

I can probably set that up later once I'm home, should be pretty easy

red needle
#

new emote pack

grizzled lava
#

Guess I should remove the example before more mods just don't delete it

crystal nimbus
#

@grizzled lava

#

EnemyInteractions

grizzled lava
crystal nimbus
#

How will they dance without Badass Company?

#

Are there any dances built into it?

grizzled lava
#

no

crystal nimbus
#

oh, that's it, I see

#

I'm sorry

grizzled lava
#

but since it's not just us

#

I didn't want to force people to download BaC if they only for example, want Nekiy emotes

#

but yeah BadAssCompany and NekiyManEmotes both implement enemy interactions

#

I don't think any other emote mods do at the moment

crystal nimbus
#

Got it

#

In general, emotions eat up productivity a lot...

#

dropped from 200 to 140fps

grizzled lava
#

uhh

#

I can do another look into it

#

but I feel like we've narrowed it down pretty well

#

do you have a mod code you've been running with?

crystal nimbus
#

I'll finish a couple of tests now, I'll post an option

#

need to finish the report

crystal nimbus
grizzled lava
#

those numbers, is that just you idling in the ship with no one else?

crystal nimbus
#

If you go out into the world

#

It's a little worse there

#

In the world I usually run if the vanilla generation of the complex

#

200-230

#

But with emotions 140-150

#

Weak PCs are not taken out at all

#

And it also works with CullFactor xD

grizzled lava
#

So on my machine,

without any EmotesAPI stuff, I get 75-85 fps when walking around the ship

and with the items in your pack enabled (so badasscompany, tf2, and toothless dance) I get 70-80 fps

with only EmotesAPI turned on and no emote packs loaded, I also get 70-80 fps

#

so there is some impact, which I can look into later

#

but like, it's really hard to tell from my end when it's only like a 5 fps average drop

#

so it's kinda hard to actually debug

crystal nimbus
#

Have you checked with my build?

grizzled lava
#

yeah that's what I used

#

so when I say "only emotesAPI"

crystal nimbus
#

Very strange...

grizzled lava
#

I technically meant your modpack

#
  • whatever I changed from the emotes side
crystal nimbus
#

Then I don't understand anything

grizzled lava
#

also my CPU is kinda shit

#

which is probably why I get way less than you baseline

crystal nimbus
#

I have
βš™οΈ CPU: AMD Ryzen 7 5800X3D
βš™οΈ GPU: MSI GeForce RTX 4070 VENTUS 2X OC
βš™οΈ Motherboard: GIGABYTE B550M AORUS ELITE
βš™οΈ RAM: Kingston Fury Beast RGB (2x16 GB)

#

Perhaps the L3 cache decides

#

But I'm not sure what's the matter

#

I don't know many people with weak PCs.

#

I would like to have a tester with a weak car

#

To check everything

#

But there's no way

grizzled lava
#

Ryzen 7 3800x and a 3090 for me

#

so that's the main difference I would assume

#

either way

#

I can take another look into it once I finish persona

#

but I can't promise anything cause the margins are so small on my machine

#

it's hard to tell what's real and what is just "my cpu decided to run faster this time"

crystal nimbus
#

No big deal, I'm just trying to find any conflicts or underperformance

#

I spent 3 hours analyzing 140 popular mods

#

To check each one and write to 5 developers to optimize a couple of points

#

It's much better now

#

Late Game and Lethal Things are also annoying, as are possibly LLL and LE in RAM, but that's another story

tawny eagle
#

Hey what's up guys

#

I am looking for some advice/direction for custom player animations. I'm not really looking to create an emote mode, but rather, some custom animations that are controlled by player input.

grizzled lava
#

so, are you looking to use emotesapi, or are you looking to do your own thing, I can guide you in either direction

tawny eagle
#

Someone recommended using EmotesAPI but it would be nice to do my own thing. I just want it to be compatible with other mods and not break shit. Also, I have done some very basic game development in the past on Unity and I also have a little bit of experience with Java (pretty sure C# is similar to Java).

I don't really know what I'm doing at all but I'm trying my best to understand and learn this stuff. I already have a mod environment set up in VisualStudio and I was able to successfully add References and code mess around with some very basic TerminalAPI stuff.

When it comes to directly modding the game without an API, I am pretty lost. My idea is to create a controller that players can enable which allows them to throw punches. I want to add some fun logic and animations for the punches.

I would love to have some guidance or even collaborate with someone on this. I have a lot more of a refined idea (which I can go into detail if you'd like).

grizzled lava
#

well I'm not the best at teaching, so I'm gonna follow this up to a link to our github which you can look through at your leisure.

But ultimately what emotes api does (and you could do as well) is it has a seperate animator which is effectively a duplicate of the base animator (in this case, the scavenger) which has no mesh, but animates all the same. When setting this new animator up, you would want to create constraints which, when turned on, in LateUpdate, take the original bones, and position/rotate them to the position/rotation of your new animator's bones (you could do scale too but that is risky so I advise against it)

https://github.com/Wet-Boys/LethalEmotesAPI

#

as an analogy, my favorite one is imagine you have a body inside of an iron man suit. under normal circumstances the body (the base animator) is what is moving around. But when you want your emotes to play, the body goes limp and the suit (your custom animator) is what is actually doing the moving, but in doing so, the body moves as well

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the main advantage of this system, is that by moving the bones to where you want them in LateUpdate, you can effectively replace the base animator without ever touching it, which a lot of mods do and causes various issues

tawny eagle
#

It sounds like a fairly intricate system and could probably help me quite a bit. My only question is; does your API conflict with other emote mods like TooManyEmotes?

grizzled lava
#

nope

tawny eagle
#

good to know, thank you

#

oh, also, is this 100% required?

grizzled lava
#

like for the animation system itself, or for LethalEmotesAPI

tawny eagle
#

I just see that the API has InputUtils and LethalConfig listed as required. Just wondering if it is absolutely necessary to install LethalConfig in order for your API to function properly.

grizzled lava
#

It is, because otherwise people will get the idea that they have to restart for config changes

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which they don't

#

genuinely curious, is there any reason not to have it?

tawny eagle
#

Honestly, there is no real reason other than keeping mod counts down for a modpack πŸ˜„

grizzled lava
#

well, the answer is technically yes because in code it's setup as a hard dependency, and while technically no it's not needed, it just makes sense from our view to benefit users and also remove all the questions I would get about "how do I change my settings for this"

#

especially since it has like

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0 performance impact

tawny eagle
#

you have a fair point there

#

Oh, I do have another important question when it comes to animating. How would you recommend I set up a test environment to create and test animations on the player model?

grizzled lava
#

honestly, just a unity project with the player model in it lol

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not much else needed

#

this can help with previewing animations though

tawny eagle
#

I used AssetRipper to pull some models and stuff from the game but I can't seem to convert and export them to FBX or anything like that. I am sorta new to some of this stuff

grizzled lava
# grizzled lava we stay winning

fbx is cancer and should be avoided at all costs, unity has prefab to FBX exporter available but I highly recommend using a GLTF exporter instead

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pulling up my project now as I forgor the name of what we used

tawny eagle
grizzled lava
#

UnityGLTF

#

that's what we used

tawny eagle
#

Did you also use an asset ripping tool to access game files, if so, which one?

grizzled lava
#

AssetRipper same as you

tawny eagle
#

oh nice

#

what is the difference between this and the one without 001??

#

just a duplicate?

grizzled lava
#

uhhh

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that's not what you want

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afaik

tawny eagle
#

oh

grizzled lava
#

there should be just a Player prefab

tawny eagle
#

welp

#

one sec

#

uhhh

grizzled lava
tawny eagle
grizzled lava
tawny eagle
grizzled lava
#

uhh

#

something is probably off

tawny eagle
#

hmm

grizzled lava
#

for starters

#

what is that + button

tawny eagle
#

I honestly don't know. I've never used AssetRipper before.

grizzled lava
#

hmm

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you are on unity 2022.3.9f1 right?

tawny eagle
#

might be a bit out of date

grizzled lava
#

yeah...

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you kinda need to use the same version lethal company is using

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so 2022.3.9f1

tawny eagle
#

y'know, that probably explains a lot of my problems

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just really annoyed at Unity rn because I checked for updates before I started and it said it was up to date lmao

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So what happens if I have a version newer than what LC uses?

grizzled lava
#

um

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idk

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just don't? 4HEad_

tawny eagle
#

gotcha lol

narrow geyser
tawny eagle
#

alrighty, got it installed and about to test it out

tawny eagle
grizzled lava
#

probably that one

tawny eagle
#

For some reason, our assets look different

grizzled lava
#

if you open the prefab what's it look like

tawny eagle
grizzled lava
#

uhh, not sure why yours has the map dot, but that's otherwise correct

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honestly yours might be more complete

tawny eagle
#

So the way they set up the minimap dot is pretty cool. Looks like there is an object attatched to the player and it's modeled in 3d but renders in 2d on the minimap

grizzled lava
#

and then just right click it and

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oh, you might need to remove all the broken scripts to enable saving

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or fix them

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but you are just doing animations so I would just remove them

tawny eagle
grizzled lava
#

looks correct to me

tawny eagle
#

Which objects are required to be attached to a player to work on animations?

#

just trying to de-clutter

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so whatever I can remove

grizzled lava
#

uhh, I feel like you already deleted the first person arms

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so unless you didn't need those

#

...

tawny eagle
#

oh whoops

grizzled lava
#

I mean personally I don't use them

#

out of preference but uhh

tawny eagle
#

I will need them

grizzled lava
#

everything else is correct I think

tawny eagle
#

am I missing a step here?

narrow geyser
#

you copied the .blend file into unity?

grizzled lava
#

specifically

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import it into blender

tawny eagle
#

ahh

#

gotcha

grizzled lava
#

then you can save that, and you will have a .blend file

tawny eagle
#

okay, thank you

grizzled lava
#

or whatever format works for you

tawny eagle
grizzled lava
#

uhh, did you remove the LOD script?

tawny eagle
#

yes

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and I removed the LODs

#

I'll give it another try

grizzled lava
#

did you get any errors when exporting from unity?

tawny eagle
#

if it doesn't work, would and of you mind providing the file?

grizzled lava
#

I mean

#

I guess we could have started with that lol

#

from what I've heard zeekers is cool with that

tawny eagle
#

the project goes into safe mode when opening now, wtf unity lol

grizzled lava
#

as long as you don't distribute his code

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lol

#

it's already on our github

#

idk

#

I wasn't thinking earlier

#

oh

#

but

#

technically we don't have the first person arms since for our purposes we just have them match all the time

#

let me see if I can find a more unaltered model

tawny eagle
#

oh

#

thank you for helping me out btw

#

I'm desperately trying to learn all this stuff. I have some fun ideas

grizzled lava
#

uhhh

#

well

#

just checking my oldest thing made after doing the basic export from unity and I had already removed the first person stuff

#

so uhh

tawny eagle
#

I'll try everything again

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and hopefully not mess it up

tawny eagle
#

I think I got it

grizzled lava
tawny eagle
#

Can I remove some of these attatched objects?

#

pretty sure I can remove ThrowPropPosition

grizzled lava
#

yeah probably

#

realistically anything you don't need

#

but I would save a copy now

#

as a backup

tawny eagle
#

hmm

#

strange

#

The metarig contains all the parts which are meant to animate, right?

#

because I can't get parts of the character to actually move. It just seems to move this

grizzled lava
#

um

tawny eagle
#

oh wait

grizzled lava
#

if you're making animations

#

do that in blender

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just

#

save yourself the sanity

#

don't animate in unity lol

tawny eagle
#

thank you for the heads up

#

I am so used to other programs and blender is just so complex

#

I can barely move my damn camera around lmao

red needle
#

blender my beloved blobsnug

deep inlet
#

(for blender that is)

red needle
#

I much prefer default blender camera operations

#

Alt middle click to define the center of rotation where you click

Middle click to rotate

Alt+middle click swipe to snap to nearest orthographic cardinal angle

Shift middle click to pan

Scroll wheel to zoom

#

All movement is done with middle click and modifier keys WaferShrug

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And if you don't like scroll wheel you can Ctrl + middle click drag to zoom in and out

hazy dew
#

@grizzled lava how do I fix it?

grizzled lava
#

Uhh, not a lot to go on with that image, but it probably boils down to import settings

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From blender to unity specifically

hazy dew
fallow scaffold
#

Is there a way to auto-populate all available emotes onto the wheel? A config to perform that on round start or a button might be useful.

narrow geyser
#

not currently, may consider it in the future

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for now random emote button exists + searching the emote list

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not the same thing

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but

#

I really need to get around to improving the UX of the emotes wheel + list

lone wadi
#

I have a question. How do I upload a modpack with configs that uses this without making it also upload my emote wheels?

grizzled lava
#

um, that's something we haven't really tackled, you could cut it from your config file before making the code and then place it back in, or just have whoever is downloading it just delete your wheels once in game, it's pretty quick unless you have like 20 wheels or something

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granted, we have considered a clear wheels button/default wheels option, but none of that exists at the moment

lone wadi
#

Ah ok

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Thank you!

grizzled lava
#

yep! sorry for not having a convenient solution :/

red needle
#

one day post UI update hopefully we will

crystal nimbus
#

What is the name of the mod that shows animation of movement, crouching in the HUD image?

#

Same as BadAss

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But only the mechanics of movement, squatting and other things

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I saw this mod somewhere, but I can't remember the name

narrow geyser
#

not sure, but LethalEmotesAPI has an api specifically for having the HUD mirror all of your characters movements

crystal nimbus
#

I'm not crazy

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The movement changed there - when the character runs or crouches

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I thought it had something to do with the API

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:с

narrow geyser
#

well it might be a mod that hooks into the api and just turns on the full character mirroring

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but idk

crystal nimbus
#

I don't know either

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I want to find him >.<

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I will look for

red needle
#

That is a setting in lethalemotesapi

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as long as nunchuk actually pushed the update that adds that setting

grizzled lava
#

Yeah that's just a toggle in emotes API to have that permanently on

narrow geyser
#

optimization isn't a lost art

grizzled lava
#

(higher framerate)

narrow geyser
#

(we clicked the "optimize mod" checkbox in unity)

red needle
#

when will y'all add this "stop lagging button" to the mod?

narrow geyser
#

whenever the next release happens

#

tldr:

  • @grizzled lava made a method that was being called in the update event, less expensive.
  • I replaced the camera that renders the HUD Emoter with a component that renders the SMR with a CommandBuffer, since cameras in HDRP are really expensive
crystal nimbus
#

OMG

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Is this more productivity???

#

😯

narrow geyser
#

yes, it's more performance

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we haven't released it yet

#

but we should be able to soon

crystal nimbus
#

My God

#

I want to test this already

#

Can I have an exclusive version?

narrow geyser
#

you can

crystal nimbus
#

I've been waiting for a performance patch for a long time, I thought the problem was in my build or something else

narrow geyser
#

we have automatic builds for our main branch

#

click the one at the top of the list

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that's under "main"

#

scroll all the way down

#

download the thunderstore package

crystal nimbus
#

Have not found...

narrow geyser
#

you will need to sign in to GitHub in order to see it

crystal nimbus
#

is there a direct download link?

crystal nimbus
narrow geyser
#

Let us know if you notice the improvements

crystal nimbus
#

Added these emotions and tested them on the latest API

#

It has become much better, as if I was playing without this mod

#

Minimum FPS eats 4-7

#

But it's not even noticeable

#

Great job

#

Tested on a large pack of Lethal Loners

#

Thanks again for the work, I’ll check it later with players of 4-8 people

#

The load will show itself better there

#

I have a question

#

@narrow geyser

#

TME has the same performance problem, I don't know why

#

And also

#

When the emotion ends or if it is not cyclical, I hang in this position - until I press "Stop Emotes"

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πŸ˜‚