#Lethal Emotes API
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@verbal vine just checking, would it be enough to have it be a client side option, where users could individually opt out of their own emotes being traversal?
Yeah, but if possible id like the host to have final say
(my friends devolved into too much chaos when they can skidaddle around doing funny emotes) to the point they just keep dancing in the ship and never play the game
i need something to keep them at bay
I mean imma be real with you chief, that sounds like a problem that goes beyond funny emote mod, I'll put a "client side opt out of traversal" option on the todo list, but I think I speak for all of us working on this mod that letting the host decide on behalf of everyone is not in line with our vision of the mod.
A huge problem is if we let people just disable the ability for others to see it, it will cause a lot of confusion too. Many people are doing emotes because they want to see their friends reactions or share something funny they found. It will be seen more as a bug than a feature if for some reason one player can stop others from having their desired interactions.
also as for the traversal ones, sprinting/jumping does not seem logical, and also moving sideways while doing them should cancelt them just like fortnite
except for mabe the cartwheel one and ones liek that cause jumping over thigns with that is funny
Luckily we aren't fortnite and aren't required to follow their rules. Our goal is just to provide people the framework to have fun. We will add the option to allow the player to chose to restrict themselves to standing still like we do with noise but how the player wants to experience the use of the emotes is up to them.
maybe make it cost terminal money to unlock emotes or a custom system to unlock emotes instead of instantly having all of them (configureable)
Oh absolutely not
I mean, it is possible to do that with the base api already, just not directly, so if someone making an emote mod wanted to do that to their users they could
But none of our mods that add emotes just for the sake of emotes will ever do that
That's... the point
i dont like your point, im the grinch, i want to take things away this christmas
I'm going to frame this on a wall
frame my mugshot after the murder while your at it
yro'ue*
Keep it how it is amazing. All glaze no sprinkles
thanks man
that's actually https://thunderstore.io/c/lethal-company/p/Sligili/More_Emotes/ not emotes api
but you're welcome anyway 
ik this was the only emote relevent thing i could find to make this joke
hey @royal condor just fyi, I'm copy pasting this from your mimic code to get stuff working with the third person camera https://github.com/notnotnotswipez/MoreCompany/blob/master/MoreCompany/MimicPatches.cs#L32
that's ok discord, don't feel like you have to embed my image
I see
how hard is it for me to make a simple emote 1-10
About a 3-4. You need to have an IDE and be able to follow video/written instructions
Having a basic understanding of animation in blender is also helpful
https://youtu.be/6vlX66fjT-M?si=kTrYnKbJjGJTZLh2 we want to make the process easier in the future, but if you can follow along here it's super simple. But the prerequisite stuff is basically "have a coding setup" and "have unity setup"
Good Day
Where could I find the keybinds for the dances I tried to find it at the keybind section "remap controls". It's set to default "F"
so there should be a bind to open the emote wheelk
while holding that, there is a customize button in the top right
we want to integrate that into the mod settings eventually but we've kinda gotten bogged down fixing stuff
I want the animation to stop after playing once instead of looping twice. Can someone tell me where to set it
You mean like in game? Or are you creating an emote
Float.


yep,I created a 10 second animation ,it plays twice in the game before stopping.
how do i install?
r2modman
that doesn't sound correct, did you pass it into the primary and secondary animation parameters by any chance?
what is r2mod?
I think I know why,thanks for the reminder

whats the buttons for this mod?
default keybinds are c for the wheel, v for joining emotes
but you can access them in the keybinds menu
one last thing how do i get the dances?
like actual animations and such?
ye
animate them yourself with the rig we have in the repo, or rip them from games
or wherever else you fancy
it's kinda up to you
so if i wanted the griddy how would i rip them from somthing else
great question
I wasn't really in charge of any ripping
i dont know how haha
you get the dances by downloading one of the emote packs like BadAssCompany, GlizzyEmotes, or one of hte other emote packs that are dependant on LEAPI
once those are downloaded you will see the dances in the wheels customise menu that can be accessed while holding "C" in game by default.
the griddy should be in badasscompany's pack
please add a way to change the middleclick thirdpersson toggles, it conflicts with another mod i use and i cannot change the middle mouse keybinding
Oh, honestly not sure why we didn't do that
wait
@verbal vine I'm calling you out on my twitter.com
you didn't check the keybinds before asking for a keybind

it's already there
I coulda sworn we had it already
😠 who the heckles puts their stuff in the basegames options area, im too used to config files
other mods dont have their keybind options in there so i never check there
its allways in the config file for some reason
not to be that guy
but a lot do
and more than this list have it as a soft dependency
oh
i guess the norms have changed sense chrimas
well it just kinda be that way in such a young mod scene in a super popular game
the meta shifts every week
at this rate ima leave the game for 2 months and come back and someone will have made the entire fortnite island
hey @royal condor there doesn't seem to be a MoreCompany thread so I'm just gonna @ you here
I was wondering about an idea for MoreCompany where it would have a system where you as a mod dev can "create a request" to render local players cosmetics on layer 0 (so fully visible), 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 (the layer for invisible enemies which shouldn't ever be rendered by the first person camera)
just checking how feasable a system like that would be with you before I do any more digging, not sure what the backend of MoreCompany's cosmetic system looks like
This would still make mods that want to display cosmetics while you’re in the first person POV impossible
Sounds like itd only benefit something like third person or another circumstance where the camera is outside the players perspective
would it? if the cosmetics already exist, and a mod wants to show it in first person, wouldn't they still be able to call the request to have the cosmetics be on layer 0?
because if we think about it in terms of
layer 0: visible to the local player's camera at all times
layer 23: never visible to the local player's camera
it should work for any mod desiring to show cosmetics
ah, just thought about it more, are you referring to, say, a mod wanting a specific cosmetic to render at all times but not all of them? If so, the system need only expand to each cosmetic instead of all, allowing each cosmetic to have a "request to be displayed" system
if you're referring to something else please lemme know
The cosmetics are never spawned locally
I mean I'm kinda implying with this, that they could be, and default to layer 23
Mods that add them back to your local player manually spawn them
I don’t really understand the benefit for any mod that’s not a third person one
Cause something like the mirror mod or other cameras on the player wouldn’t display them
with the layer system, why wouldn't they?
mirror mod already renders layer 23, along with most other "extra camera" mods
yeah I'm not asking you to implement the system I proposed, when I get the chance I might look at setting up a PR for it, I was just checking to see how viable it would be with the current codebase
Yeah very viable, there’s a condition check for local cosmetic spawning that could just be ignored and the layers could be changed easy
There’s a utility function I left in the CosmeticManager class or whatever I called it that recursively goes through gameobjects and changes the layers

For the UI guy on the menu, it changes the GOs to the UI layer
when I get some free time I'm probably gonna look into that then, just to try and alleviate all the various mods fighting over cosmetic visibility
Could just be put in that if statement, so it doesn’t destroy them, very simple
ye
like I said, I also plan on something like a active request system, so mods can effectively add or subtract from a number when they make or finish requests, and if this number is ever equal to 0, the cosmetics move to layer 23, otherwise they move to layer 0
Any reason for moving around the layers?
because that's what we have to work with basically
layer 23 is the invisible to player camera layer
that most other mods already utilize
Well thatd only be a problem if the mods don’t use a new camera to display whatever POV they need
But also they could just modify the cameras visible layers
but here's the problem and it's really annoying as a result
layer 23 is used for invisible stuff right?
the girl uses it when invis
Yeah well there’s always gonna be that issue
If camera mods are gonna display that layer already then I don’t really think it matters all that much
I think they really shouldn't is kinda what I'm getting at
which is what spawned this idea in the first place
Hm
I get what you’re saying
I wanted to get local cosmetics out of MoreCompanys range of “my problem” cause it seemed annoying to deal with
I could also make it a disconnected mod that relies on MoreCompany if that would be easier on your end then
so it doesn't get you complaints about it specifically
Yeah thatd probably be best
I knew this would happen.
I was waiting for the day.
which part lol
One of the layers I use being used by the invisible girl.
Guess I'll need to find another.
well that depends
cause the layer being used for invisible stuff isn't the problem neccesarily
the real problem is instead of "I want to see this now, let's change its layer to 0 or something"
some mods are saying "I'm just gonna render layer 23 lol"
Layer 23 is frequently used as a model layer because there is usually nothing on it, however it is not the only layer with that property, there are several.
Regardless a model layer is necessary, or cameras stop working.
agreed
If we move them to a visible layer only when they need to be visible, then they will be invisible in cameras like the ship camera.
which is why from mods that i've seen like the mirror mod
they just treat layer 23 as the model layer
but it would be nice if there was just a dedicated layer for it
instead of having to share
Mirror mod made numerous questionable decisions, unfortunately.
I just wish we had more layers to work with.
Did you know, zeekers dedicated a layer to bushes?
someone should just message zeekers to add a layer for us in the next update 
I guess they are all taken already
but you know
do bushes really need a layer?
no...
Well I don't really have the time right now do to real life nonsense™️, but if you are interested in researching this yourself the layers 1, 4, 17, 20 all appear to be free.
I'm considering it
something along the lines of a "4th person mod" that tries to consolidate all the rendering conflicts mods have
30 is also free, but I've dedicated it as the arms layer so I hope that it isn't used for any nefarious purposes.
That's a good idea. I already run a patcher that periodically modifies every camera to be consistent with the layers I've setup, so that could possibly be used as a baseline for the mod.
for reference this is the baseline right now for the idea
I know you got RL stuff but imma explain for whenever
I changed my mind, the post I replied to explains it how I wanted to
lmao.
What exactly is the rationale for the layer 0 request? Is it for third person exclusively?
no not at all, it's simply an example since layer 0 get's draw by all normal cameras
so at any point something can "request" the models to be visible
if after the request, the amount of requests is at least one, then the models will instead render to layer 0 since some mod, has declared that they need to render for normal cameras
at any point mods can retract their request for rendering, and if no requests remain, all models that are currently being rendered move back to the invisible layer (currently 23)
this means that if at least one mod declares that models need to be rendered for normal cameras, they will be rendered, but if nothing is requesting they be visible, they will turn invisible again
keeping in mind, some mods with their camera setups would never need to request models to be visible, such as the mirror mod, since it already renders the invisible layer
TL;DR: if at least one mod wants the models to be visible they will switch to a "normal" layer like 0, they will be rendered, if no mod wants them rendered, they will switch back to an invisible layer like 23
I would definitely recommend 31 as the invisible layer, not 23.
23 renders on some ship cameras.
If it's the little girl, where nothing can render 31.
By nature of culling masks.
hmmm
I think this might be a problem that's coming up
as I'm realizing you have a different use case than I pictured
I designed this in mind with only objects that are designed to be seen on players, but not by the player themself (like mask cosmetics)
I'm getting the feeling you have a different use case
The way I do it is with 4 distinct layers, invisible, visible, model and arms. Model is visible to everybody but local, arms is visible to only local, the others are obvious. and are 31 and 0.
A 4th person mod that normalizes render logic among the mods would be immensely useful, as it means I wouldn't need to do it myself.
But I don't know if I would get any use out of the render requests, as most of what I do is handled by changing culling masks.
And the layers I do change are changed on update as of the moment, since mods are sprinkled with patches and other logic that changes layers to the incorrect layer at the strangest of times.
Uhhhh what could be the problem when I press "C" and select and Emote and nothing is trigger the emote???? Did I did something wrong? None of emotes are responding when clicking on the wheel selection where I saved them
Yeha when I do that it doesn't do anything 😮
Its' been working but I don't why it hasn't been working for me now
@peak sinew I saw your question from earlier. Sorry I don't really have access to my computer for a bit, were you able to fix the issue?
Hi there. I haven't tried in a day or two.
Like I said. BepInEx reads the plugin, according to the console, yet when I check the "customize" section, it's not there.
Hmm, not much to work on there, but a very good test would be to put a Debug.Log("loaded emote"); or something similar on the line before/after the import function is getting called. Just so you can know you are 100% calling it. Then we can go from there
I'll try it again tomorrow and see what happens.
Okay I'm gonna go take a look at it. I have no idea how to code that properly, but I did see this in the emote tutorial video. I assume I'd put in something like this?
Yeah just copy paste that debug and place it where you import the emote
See if it logs
So... using the template mod, I added those lines. (Picture is where I added it)
Checked the BepInEX LogOutput in my profile folder, and the message didn't even appear in the log.
Well, you know the part whether you call the import function? I more meant to paste the debug line there
So you know your emote is getting imported
Also you only need to copy paste the single line, nothing else
So something more like this?
I put it there, but the message it's supposed to print still doesn't show up. 
Well that checks out then, cause presumably if that's running you would see your emote in game
Anything else you changed from the starter project
The tutorial mentions creating functions. Is that needed for a single emote?
For changes, I added a reference to build in my test profile, the names for the plugin name and whatnot, and tweaked a few emote settings.
No you don't need to do much else like extra functions
From the sound of it, you aren't getting errors, you aren't getting debug logs
Are you sure the dll and assets are in the correct locations?
Should be. I followed the tutorial video to a T.
BepInEX/plugins/[the folder for the mod]/[folder inside]/assetbundles
[folder inside] has the DLL, where the assetbundles folder has the assetbundles for the mod. I even compared to BadAssCompany, and it has a similar folder structure.
Like I've mentioned. The debug message I added to the project file doesn't appear in the log after running the game. It's like it finds the DLL, but it can't find the stuff FOR the file, so it doesn't load the emote? IDK. Yet, like I said, it looks just like how BadAssCompany has it structured, and that works fine.
It's essentially how I laid it out here. #mod-support message
Oh you sent a zip file
I'll check that out in a bit and see if anything stands out
(sorry segfault for the ping, discord autofill betrayed me) is this still exactly what the Awake() function is on your end?
segfault
what
uhhh
oops sorry
@peak sinew
Lemme check. I haven't uploaded a new zip since the initial one.
I've redownloaded the template a few times to see if I did anything wrong. I haven't touched that bit. Here's what it is now.
Right, sorry then, there is probably something in the tutorial I took for granted. So to boil the problem down, notice how you put all your info into "ImportAnimation"
but Awake is the only function that unity will call by default. What I would recommend in your case is do something like this
So move it to awake?
Gotcha. I thought some things looked a little different from the tutorial.
whichever is easier
I'm not a big coder, so I'll just follow what you did.
So for future reference. If I want to do multiple emotes in a pack, just paste it in the same section and edit the values?
you can do that yes
mostly*
CustomEmoteParams emoteParams = new CustomEmoteParams(); will throw errors if you copy paste it, but that's because you can't declare the same thing twice, so just remove the leading "CustomEmoteParams" and you will be good
Nice. Thank you. I'll make my edits and try again.
also if you ever want to see the full list of what emoteParams can utilize https://github.com/Wet-Boys/LethalEmotesAPI/blob/main/CustomEmotesAPI/ImportV2/CustomEmoteParams.cs
these are all the emoteParams.audioLoops emoteParams.lockType etc
items
Hmm... Still didn't load. However, I did get an error in the log.
[Info :Custom Emotes API] Couldn't load asset [slay.anim] reason: System.Collections.Generic.KeyNotFoundException: The given key 'slay.anim' was not present in the dictionary.
Tutorial says it's not case-sensitive. 
For the audio too, but yea.
uhhh, just to clarify, this gets called before you try to import the emote right?
Yes.
also a question, in the place where unity exported your assetbundles originally, there should be a .manifest file, can you send those? It might be a file structure issue

Okay. I'm doing another pack with just two dances, and I don't know what I did wrong. Everything looks correct in the code, but it's not loading in-game. Maybe I messed up the function somehow?
I did get this error in the console after Custom Emotes API loaded, but I don't think it relates to the emote mods I have in the plugins folder.
[Info :Custom Emotes API] Failed to get Proc Address to wine_get_version!```
Those errors are both fine, let me look into it
I would suggest a couple changes, mainly including a debug log, just so you can see if the code is running at all
oh hey @peak sinew I was looking at your published emote mods. You need to package them slightly differently since r2modman unpacks stuff. Currently it looks like this when downloaded through r2modman
note the assets are not in a folder, which causes them to not load with the code that is present
for example, here is the zip file for emotes2. Note that I put the dll and its accompanying folder inside of a sub folder
Oh. Huh. Gotchu. I'll take a look at it later.
I was kinda using BadAssCompany as a point of reference for the most part for how to lay out stuff. Good to know. I mainly use r2 these days anyways.
Okay I see how it works. So just put the initial folder inside the mod folder into a folder called "plugins."
I'm hoping I can get emotes to work, I spent 8 hours today trying to figure out why I can't and will likely spend another 8 tomorrow lol.
As far as I can tell, it's loading the assetbundles but not the animation/sounds inside. Following tutorials step by step, googling and even asking ai to explain/debug 🫠 Likely a pathing issue, will try to make the unity locations very simple tomorrow
Honestly looking in the log file would be your best bet if you are already at the step of testing in game (aka: your dll is compiling and copying over already)
Thanks for the tip, I've been looking into the log but it's a bit hard to work out even with debug code lol, I'm sure ill figure it out ❤️
Hopefully you don't have the same issue I did. If you're working off the template, which is what I used, the settings were all in the function section when I downloaded it.
Yep yep, I'm always happy to help, but if you wanna figure it out on your own, absolutely go for it.
I hope I can figure it out but I apprecate the support if I can't 🙂
Yeah I'm not figuring it out I guess 😂 I tried from scratch again, it's definitely the right path like the manifest, without the /assets/ part. I've tried both default and with the block of emoteparams copied to the awake. I just dont think its finding the anim and ogg and I'm not sure why.
I also tried doing bare minimum changes and only really changed the code for lethal location, lethal mod name and the anim/sound location but no luck 😓 maybe my assetbundle builder is bad
So the first thing I would do in your situation is add something like Debug.Log("Loading animationNameHere"); on the line just before your import commands, then you can search your log file for that debug log. I'd be willing to bet you will see either nothing, meaning the call isn't being made for some reason, or you will see the debug log followed by an error
Yeah for the past 20 odd attempts I always get a big error with NullReferenceException: Object reference not set to an instance of an object. I have a feeling it's 100% a location issue, I swear I have declared the right paths but I dont think it agrees. I wish there was a way for me to make it build assets similar to how I build models or scrap lol
What's the method for models/scrap?
For the scrap its a different csproj file, it loads the bepinex and stuff through a direct path to the dll's and then loads the asset bundle in the awake, I'm not exactly how all the coding works but I figure maybe I could butcher them both together and maybe it'll work 😂
I'm probably going to just give up, I've put two full days of trial and error into this and I'm unsure why it won't let me do it unless my anim is just bad
Not sure about a different csproj (or why even) but that's roughly how loading assets works here. In the default example it loads the bundle in awake and then you just use the asset paths to load objects.
Shame your giving up :/ I could help in more detail but you haven't really shared anything so I've been assuming you want to do it on your own.
Not sure if you've looked at it or not but I made a pretty comprehensive guide. Based on your issues I would recommend starting here https://youtu.be/VfmFxi7_-Oo?t=18m21s
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...
I was following that tutorial 1 to 1 with my own animation but I hadnt got it to work, I might try do it again but with the default jojo pose template
Yeah I tried with your default template + default anims and no luck, my best guess is maybe the csproj? As when I load the Template and edit the paths it has 40 errors by default and I'm not sure how I even solved that for when I originally started my mod
Did you try building it anyway? The errors might be because the nuget packages haven't downloaded yet. If you did try that, can you show me the errors?
I mean my csproj file with my animation has no errors so I've no idea why the template is acting like this now 😂
oh, ok yeah this is an issue I saw a few days ago with someone else. There are some nuget packages I just have in my defaults that I guess I left in by accident, one of them broke and is causing issues for the rest
Your existing project is fine cause it already has the nuget packages
Ahh makes sense
let me fix that right now before someone else downloads the example and gets stuck
I dont recall setting them up when I started this mod but it likely carried over from previous mods
That would be helpful, hopefully the rest have better luck than I
but yeah, I can walk you through any step you get stuck at if you want to get this done
I would like that 🙂 I'm just unsure what to actually provide you with as I dont get any visible errors anywhere except when loading the game
well if we are referring to the project where you have your emotes already.
Assuming you added the debug.log lines I mentioned, send me the log file from a startup.
In addition you could show me the entirety of your awake() function
Sure one moment
Heres a screenshot with probably a bunch of useful stuff too 😂
As far as I can tell, the assetbundles are being loaded, the code location is the same as the manifest paths, the dll's are placed in correct location and so are the assetbundles. But with a bunch of debug code it always says it cant load the anims/ogg in the assetbundle. I also tried building the assetbundle with a script rather than the manager but no luck.
It's probably going to end up being the dumbest minor error as well lol
I also tried copying this block into my awake and editing it instead of using the array
so between lines 69 and 70, can you insert this?
Debug.Log($"2 {emoteParams.primaryAnimationClips.Length}");
Debug.Log($"3 {emoteParams.primaryAnimationClips[0]}");
Debug.Log($"4 {emoteParams.primaryAnimationClips[0].name}");```
I'll give it a go 🙂
For reference what I'm seeing on my end when looking at your log file
I'm thinking it's not getting some aspect of the primaryAnimationClip
which doesn't make a whole lot of sense on paper
ok. so maybe you gathered this already but now I am certain
this is loading a null value
So the anim is bad perhaps? The location matches the manifest after /assets/
yeah I'm wondering about that tbh
This is the animation and it plays fine in unity 😂
if you click this, can you preview the animation on the default unity guy
Yeah works fine on default black and grey guy
ok, just double checking stuff
No worries, I appreciate the support 🙂
in Assets.cs, there should be a line commented out, can you uncomment it?
and if you run with that, I want to see what path it's assigning
actually, I'm not sure why I'm humoring that idea, we know that part is working because it's giving us results, the results are just bad
so scrap that idea
Oh okay haha
in unity, can you show me the configure/build tabs for the assetbundles window?
(these two)
on the build tab, can you check "Force Rebuild" and copy those new files over?
Yeah i'll give that a go
If that still breaks, send them my way and I can verify some stuff with dnspy about them
not to give you false hope
but a memory just flashbanged me
and I think it's a really silly problem, that you probably had no way of knowing
let me verify first
Hmm
it's just working on my end?
My idea is maybe Its because I named everything in the project the same thing idk
do me a favor, if you copy paste this and comment out your ImportAnimation call
sure? 🤔
obviously replace the "CustomEmotesAPI_Template_Mod" with "AnimeDanceEmotesAssets"
yeah I think its probably that I named that and the rest with the same name
I'm trying to separate it but it's causing The name 'Assets' does not exist in the current context
I got it working
I think it was the naming that was conflicting 😩
It's in the game at least, I think its because the "ExampleEmoteMod" was named the same as "AnimeDanceEmotes"
I did try change the mto be different a few times as well
In the end it was the dumbest thing 😂
oh speaking of names though
Thanks so much for the help, sorry about this
you named your assetbundles just "animations" and "audio"
I would highly suggest appending some unique name to them
otherwise you will conflict with any other mod that uses generic names
so like animedances_animations
Yeah I was just doing it to test it and was going to name it the name of the mod soon 🙂
I appreciate the advice ❤️

Hopefully it's smooth sailing going forward and I can make a whole pack 🥺 thanks for putting up with my stupidness
yep yep, feel free to reach out if you have any other questions
Will do!
Probably a dumb question tbh as I think it's explained in the video, but you used jojopose start and jojopose loop right? I assume I can split my anim into two and loop the second part infinitely without it starting the start sequence again?
yep, technically you are already doing that in your code, cause you assign the same animation to the primary and secondary animations
if you just get a second animation, you can input it to the secondary slot
just make sure to set it to loop in unity as well cause unity moment
Ah simple to do then 🙂 Thanks ❤️
personally, I recommend taking a look into the function, as you might outgrow the capabilities of the "basic but easy to work with" function parameters
Yeah, now that I can get it in game I think I can get the functions to work
This was probably shorter to figure out than the 12+ hours I spent on getting scrap in the game 😂
I messed up somewhere editing the anim so I hope you enjoy it going weird, I can't explain the weird dance at the end though
scavenger has stopped responding
but animation at the end is the default animations on the animator, it probably means an animation you passed in wasn't valid or you didn't pass in an equal amount of start/loop animations
Makes sense 😂
You mentioned the secondary clip needs to be equal size to the primary? So I have to have the exact same number of frames in the start anim and loop anim?
no like, so you pass in an array of AnimationClips (you are doing this cause of the [], effectively declaring an array)
If you pass in 3 primaryAnimationClips, you need to pass in 3 secondaryAnimationClips
Ah I get you
Hopefully I can get this loop to work, I likely messed it up editing it - hard to get the exact point it actually loops the dance before the end pose lol
yeah editing animations in unity is rough

it shouldn't be