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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 /e commands — 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 R to switch between Move and Rotate, and hold Shift to snap to clean steps.
Where are my edits saved?
Edits are persisted server-side and re-applied automatically on restart, so your custom emotes, renames and categories survive resource restarts.

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:

JSON
{
  "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.

  1. In the editor, select the emotes you want, click Export, and copy the JSON.
  2. Open Claude, paste the prompt below, then paste your exported JSON where it says so.
  3. Answer its questions — the target language, and whether to translate the hint too.
  4. Copy the JSON it returns, go back to the editor → Import → paste → apply.

Copy this prompt:

TXT
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.