Manual animations let you present a pose or movement chosen by the player. Talking styles add a saved visual presentation to ordinary local speech. This guide remains a draft while the expanded browser, interruption rules, talking styles, and real-client playback matrix await final verification.
Animations support roleplay presentation; they do not decide another character’s reaction, replace written roleplay, or override an action owned by another gameplay system.
Browse and play a manual animation
- Finish any gameplay action that currently controls your character’s presentation.
- Use
/animsto browse or search the current catalogue. - Select an entry from the current results and check that it plays in the intended context.
- While on foot, use
/stopanimwhen you want to stop a player-selected pose.
/anim performs a direct lookup when you already know the registered entry. /dance offers the current dance choices. The generated command panel owns exact syntax; the catalogue is intentionally not reproduced here.
Most manual animations require the character to be on foot. Entries intended for a vehicle require an appropriate vehicle context. Follow the displayed refusal instead of trying unrelated animation commands to bypass it.
Know what stopping an animation means
While the character is on foot, /stopanim clears presentation owned by the animation module, including a player-selected pose and any talking gesture still playing. It refuses while the character remains in a vehicle. Leaving or changing vehicle state replaces or forgets the selected vehicle animation instead.
/stopanim does not cancel restraints, phone use, an item action, medical treatment, or another feature that currently owns the character’s state. Finish or cancel the owning interaction through that feature’s normal path. A manual pose may also clear when the character spawns, reconnects, takes damage, or dies.
Manual animation selection and browser state are temporary. Reopen the browser after reconnecting; there is no persistent last pose to restore.
Choose a talking style
Use /chatstyle to review and choose the available talking presentations. The selected preference belongs to the character and is saved for later sessions.
A talking style can play briefly with ordinary local speech. It yields when a manual animation or another gameplay action already controls presentation, so the absence of a gesture does not mean the chat line failed. Changing the style affects later eligible speech; it does not rewrite messages already sent.
The account-wide /accessibility reducemotion on setting suppresses optional talking gestures and paired social gestures. Written chat and the explicit result still appear, and manual animations you deliberately choose remain available. Injury, restraint, treatment, phone, editor, and other authoritative state presentations are not hidden by reduced motion.
Channel meaning, speech range, and written roleplay belong in Roleplay and chat fundamentals.
Recover from a refusal or interruption
- The animation is refused: read the context message, finish the current action, regain control, or move to the required on-foot or vehicle state.
- The browser selection is stale: reopen
/animsand select from the current results. /stopanimdoes not stop the presentation: use the normal completion or cancellation path for the gameplay system that owns it.- Reconnect or spawn cleared the pose: choose it again only when the character is eligible.
- A talking gesture does not play: the speech can still have been sent; check chat before repeating it.
- Optional gestures are consistently absent: check
/accessibility reducemotion; the account-wide setting may be suppressing them as intended.
Outfits and wardrobes are persistent appearance rather than animations and remain documented separately once their storefront and preview flow is verified.
