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Integrations

Core Cinematics is standalone and works on any framework, but one external integration unlocks the full experience: a forked version of rpemotes that lets the recorder capture animations.

Why This Matters

The in-editor recording system captures the full motion of every ped within RecordRadius — position, rotation, weapon state, aim — and replays them as puppets on your timeline. By default it does not capture which /e emote a ped is playing, because rpemotes plays animations purely client-side and the cinematics recorder has no hook to read them.

The fork below adds that hook. With rpemotes-reborn running, every emote, dance, walking style, expression, and prop animation that a ped is playing during the recording window is saved alongside their motion data — and re-applied during playback, on the puppet ped, perfectly in sync with the camera.

WARNING

This is the only supported way to get emote/animation playback to work. Without the fork, recorded peds will replay their movement, but their hands will hang at their sides — no /e animations, no dances, no props.

Download

rpemotes-reborn
rpemotes fork that exposes active animations to the cinematics recorder. Required for animation capture and playback.

Repository: github.com/deivismac/rpemotes-reborn

Setup

1
Replace Your rpemotes

Remove your existing rpemotes resource from [c8re] (or wherever it lives) and replace it with the fork. The fork is a drop-in replacement — all of your existing emotes, walking styles, and config carry over.

resources/
  [c8re]/
    rpemotes-reborn/   # replaces vanilla rpemotes
    core_cinematics/

TIP

If you renamed the folder, update any ensure rpemotes line in your server.cfg to match. Keeping the resource name as rpemotes is fine — the fork is API-compatible.

2
Ensure Load Order

rpemotes-reborn and core_cinematics have no hard load-order requirement, but both should be ensured before any resource that triggers cinematic recordings programmatically.

cfg
ensure rpemotes-reborn
ensure core_cinematics
3
Verify in a Recording
  1. Have a player run a /e emote (e.g. /e dance1) within RecordRadius of the director
  2. Start a recording with /cinematics record
  3. Stop after a few seconds, open the editor, and play back
  4. The puppet ped should perform the same emote in sync with the recorded movement

If the puppet stands still during playback while the recorded ped was emoting, the fork is not running — double-check the resource name and load order.

How It Works

The fork patches rpemotes to expose its active animation state via a lightweight export. During a cinematics recording, every frame the recorder reads:

  • The active emote dict + name
  • Walking style overrides
  • Facial expression overrides
  • Any attached prop the emote spawned

These are appended to the ped's recorded motion track. On playback, the puppet ped restores the same animation chain frame-by-frame, so the replayed scene matches what was performed live — including emotes that started, ended, or chained mid-recording.

INFO

You don't need to change anything in core_cinematics config. The integration is automatic — the recorder will start capturing animations the moment rpemotes-reborn is detected on the server.