Emote Editor
The Emote Editor is the in-game control room for your animations. Open it with
/emoteeditor to create new emotes, fine-tune existing ones, rename /e
commands, organise categories and import/export — all live, with no server restart.
It replaces the old /emotecreator command (creating emotes now lives inside the
editor).
Opening the editor
Type /emoteeditor in chat. The command is admin-only by default, and every
change you make is saved server-side and applied live — there’s no need to restart
the resource.
What you can do
- Live editing — adjust an emote’s label, placement, offsets and options and see it apply instantly in-game, so you can tune it by eye.
- Create new emotes — build brand-new Solo or Shared (two-player) emotes straight from the Create button: pick the animation, attach props, and save.
- Rename
/ecommands — change the command players type to trigger an emote. The old name keeps working too, so existing keybinds don’t break. - Custom categories — create and delete your own categories. Deleting one safely moves its emotes back into Emotes — nothing is lost.
- Search & select-all — find emotes instantly and select every match in a category at once for bulk actions like export.
- Format-aware — the editor understands more than basic emotes: it also edits walking styles, expressions and weapon styles.
- Shared emotes — tune partner offsets for two-player emotes and jump straight to your partner to line things up.
- Props & 3D gizmo — attach props and place them with a draggable 3D gizmo:
press
Rto switch between Move and Rotate, and holdShiftto snap to clean steps.
Where are my edits saved?
Export & Import
Use Export to copy your selected emotes as a portable JSON document, and Import to paste one back in — to move emotes between servers, keep a backup, or translate them (see below).
An export looks like this:
{
"babloAnimationsExport": 1,
"emotes": [
{
"name": "wave",
"rename": "wave",
"label": "Wave",
"hint": "Wave hello"
}
]
}name and rename are the emote’s command identifiers — the /e name players type.
Leave them alone when editing the JSON by hand; changing them renames or breaks the
command. label and hint are the display text, and are the parts that are safe to
change or translate.
To import: open the editor → Import → paste the JSON → review the preview → apply.
Tip: translate your emotes with Claude
Want your emotes in another language? Export them, let
Claude (Anthropic’s AI assistant) translate only the
player-facing text, then import the result — all without touching the /e command
names, so nothing breaks.
- In the editor, select the emotes you want, click Export, and copy the JSON.
- Open Claude, paste the prompt below, then paste your exported JSON where it says so.
- Answer its questions — the target language, and whether to translate the hint too.
- Copy the JSON it returns, go back to the editor → Import → paste → apply.
Copy this prompt:
You are localising emotes exported from the Bablo Animations FiveM resource.
I will paste a JSON document shaped like this:
{
"babloAnimationsExport": 1,
"emotes": [
{ "name": "wave", "rename": "wave", "label": "Wave", "hint": "Wave hello" }
]
}
FIRST, ask me these questions one at a time and wait for my answer before moving on:
1. Which language should I translate into?
2. What should I translate?
(a) Label only
(b) Label and hint <- default
THEN translate, following these rules EXACTLY:
- NEVER change "name" or "rename". They are the /e command identifiers — changing them
breaks the command and the re-import. Copy them through completely untouched.
- Only translate the field(s) I chose. Make "label" a short, natural menu label in the
target language; translate "hint" as a short, natural player-facing line.
- Keep the JSON structure, the key order, and "babloAnimationsExport": 1 unchanged.
- Output ONLY the resulting JSON in a single code block — nothing else — so I can paste it
straight into the editor's Import.
- If something is already in the target language or has no sensible translation, leave it
as-is.
Here is the export to translate:
[PASTE YOUR EXPORTED JSON HERE]Because the prompt only ever rewrites label (and optionally hint) and leaves name
and rename alone, your /e commands keep working exactly as before — only what players
see changes language.
