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This document provides a complete reference for all gestures available in Emotive Engine.
Overview
Gestures are animations that the mascot can perform. They are organized into 6 semantic categories based on their purpose and behavior:
Category
Purpose
Examples
Idle
Continuous background behaviors
breathe, sway, float
Dance
Rhythmic, music-synced movements
bounce, stepLeft, pop
Actions
Deliberate character movements
jump, spin, bow
Reactions
Responses to events/impacts
oofLeft, recoil, wobble
Destruction
Breaking apart effects
shatter, dissolve, morph
Atmosphere
Environmental/particle effects
rain, glow, fade
Basic Usage
// Single gesturemascot.express('bounce');// With optionsmascot.express('jump',{strength: 1.5});// Natural language (LLM integration)mascot.feel('happy and bouncing');
Category: Idle
Continuous, subtle behaviors for when the mascot is at rest.
Breathing
Gesture
Description
breathe
Gentle rhythmic expansion/contraction
expand
Confident outward growth
contract
Modest inward shrink
pulse
Rhythmic intensity throb
Swaying
Gesture
Description
sway
Gentle side-to-side motion
float
Dreamy floating motion
floatUp
Ethereal upward drift
floatDown
Gentle downward sink
floatLeft
Drift to the left
floatRight
Drift to the right
bob
Subtle vertical bob
lean
Gentle lateral lean
leanLeft
Lean to the left
leanRight
Lean to the right
Fidgeting
Gesture
Description
jitter
Quick nervous twitches
twitch
Sudden brief movements
vibrate
High-frequency trembling
shake
Side-to-side shake ("no")
wiggle
Playful side-to-side motion
Category: Dance
Rhythmic movements designed to sync with music.
Steps (Beat-Synced)
Gesture
Duration
Description
stepLeft
1 beat
Quick weight shift left
stepRight
1 beat
Quick weight shift right
stepUp
1 beat
Quick weight shift up
stepDown
1 beat
Quick weight shift down
slideLeft
2 beats
Smooth glide left
slideRight
2 beats
Smooth glide right
Moves
Gesture
Description
runningman
Classic running man dance
charleston
1920s charleston kick
hula
Hip-swaying hula motion
twist
Rotational twist
Accents
Gesture
Duration
Description
pop
~200ms
Quick scale burst
flare
~300ms
Energetic burst
swell
~500ms
Gradual expansion
swagger
~600ms
Confident movement
dip
~400ms
Quick dip motion
bounce
4 beats
Playful up-down
Orbits
Gesture
Description
orbit
Circular orbital motion
orbitLeft
Counter-clockwise orbit
orbitRight
Clockwise orbit
orbitUp
Upward arc orbit
orbitDown
Downward arc orbit
Extras
Gesture
Description
sparkle
Twinkling light bursts
shimmer
Wave-like sparkle effect
groove
Rhythmic groove motion
Category: Actions
Deliberate movements the character performs intentionally.
Locomotion
Gesture
Duration
Description
jump
~400ms
Vertical leap (always up)
jumpDown
~400ms
Downward plunge
jumpLeft
~400ms
Leap to the left
jumpRight
~400ms
Leap to the right
Lunge - Forward thrust with emphasis:
Gesture
Description
lunge
Default forward lunge
lungeForward
Thrust toward camera
lungeBack
Thrust away from camera
lungeLeft
Thrust left (top leads)
lungeRight
Thrust right (top leads)
lungeUp
Upward reaching thrust
lungeDown
Downward stomping thrust
Rush - Quick directional dashes:
Gesture
Description
rushForward
Dash toward camera
rushBack
Dash away from camera
rushLeft
Dash left
rushRight
Dash right
rushUp
Dash upward
rushDown
Dash downward
Acrobatics
Gesture
Duration
Description
spin
~600ms
Full rotation
spinLeft
~600ms
Counter-clockwise spin
spinRight
~600ms
Clockwise spin
flip
~800ms
Forward flip
backflip
~800ms
Backward flip
Gesturing
Gesture
Duration
Description
point
~500ms
Point forward
pointUp
~500ms
Point upward
pointDown
~500ms
Point downward
pointLeft
~500ms
Point left
pointRight
~500ms
Point right
kickLeft
1 beat
Quick kick left
kickRight
1 beat
Quick kick right
bow
~1200ms
Graceful forward bow
nod
~350ms
Vertical acknowledgment
reach
~600ms
Reaching motion
headBob
~400ms
Head bob accent
Poses
Gesture
Description
crouch
Lowered stance
tilt
Angular tilt
tiltUp
Tilt upward
tiltDown
Tilt downward
tiltLeft
Tilt left
tiltRight
Tilt right
Category: Reactions
Responses to external events, impacts, or emotional states.
Impacts (3D Only - Mesh Deformation)
Gesture
Duration
Description
oofLeft
1 beat
Hit from the left
oofRight
1 beat
Hit from the right
oofFront
1 beat
Hit from front (gut punch)
oofBack
1 beat
Hit from behind
oofUp
1 beat
Hit from below (uppercut)
oofDown
1 beat
Hit from above (hammer)
Note: Oof gestures create localized dents on the mesh surface with impact glow. The deformation is "tidally locked" to the camera - the dent always appears on the camera-facing side regardless of mesh rotation.
Recoil - Bounce back from impacts:
Gesture
Description
recoil
Default backward recoil
recoilBack
Recoil away from camera
recoilForward
Recoil toward camera
recoilLeft
Recoil to the left
recoilRight
Recoil to the right
recoilUp
Recoil upward
recoilDown
Recoil downward
Other Impacts:
Gesture
Description
knockdown
Knocked to the ground
knockout
Dramatic knockout
inflate
Puff up larger
deflate
Shrink down smaller
squash
Flattened vertically
stretch
Elongated vertically
pancake
Extreme squash (flat)
Emotions
Gesture
Description
rage
Intense anger display
fury
Maximum intensity anger
battlecry
Aggressive charge-up
charge
Building energy
Oscillations
Gesture
Description
wobble
Unstable side-to-side wobble
teeter
Teetering on edge
rock
Back-and-forth rocking
pendulum
Pendulum-like swing
Category: Destruction
Effects that break the mesh apart (3D only).
Shatter (Mesh Fragmentation)
Gesture
Description
shatter
Basic radial explosion
shatterMesh
Clean mesh fragmentation
shatterExplosive
Violent outward explosion
shatterCrumble
Gravity-heavy collapse
shatterReform
Explode then reassemble
Directional Shatter:
Gesture
Description
shatterPunchLeft
Shatter from left impact
shatterPunchRight
Shatter from right impact
shatterPunchFront
Shatter from front impact
State-Based Shatter:
Gesture
Description
shatterSuspend
Shatter and freeze in air
shatterFreeze
Frozen suspended shards
shatterImplode
Inward collapse
shatterGravity
Heavy gravitational fall
shatterOrbit
Shards orbit center
Dissolve (Gentle Dispersal)
Gesture
Description
dissolveUp
Shards drift upward like ash
dissolveDown
Shards sink downward
dissolveLeft
Shards blow to the left
dissolveRight
Shards blow to the right
dissolveAway
Shards drift away from camera
dissolveToward
Shards drift toward camera
Reform
Gesture
Description
morph
Shape transformation
Category: Atmosphere
Environmental and particle effects.
Weather
Gesture
Description
rain
Falling particle rain
vortex
Swirling vortex effect
Drift:
Gesture
Description
drift
Gentle drifting motion
driftUp
Drift upward
driftDown
Drift downward
driftLeft
Drift left
driftRight
Drift right
Cascade:
Gesture
Description
cascadeUp
Waterfall effect upward
cascadeDown
Waterfall effect downward
cascadeLeft
Waterfall effect left
cascadeRight
Waterfall effect right
Particles
Gesture
Description
confetti
Celebratory confetti burst
fizz
Bubbly fizzing particles
Swarm:
Gesture
Description
swarmUp
Particle swarm upward
swarmDown
Particle swarm downward
swarmLeft
Particle swarm left
swarmRight
Particle swarm right
Burst:
Gesture
Description
burst
Radial particle burst
burstUp
Burst upward
burstDown
Burst downward
burstLeft
Burst left
burstRight
Burst right
Other:
Gesture
Description
ripple
Rippling wave effect
wave
Wave motion
Glow
Gesture
Description
flash
Brief brightness burst
glow
Sustained luminance
bloom
Soft glowing bloom
flicker
Rapid on/off flicker
shiver
Cold shiver effect
heartbeat
Pulsing heartbeat glow
snap
Quick snap effect
elasticBounce
Bouncy elastic effect
Control
Gesture
Description
hold
Pause/freeze in place
fade
Fade out then back in
settle
Settle to rest
peek
Peek/reveal motion
directional
Directional emphasis
Magnetic:
Gesture
Description
magneticForward
Pull toward camera
magneticBack
Push away from camera
magneticLeft
Pull left
magneticRight
Pull right
magneticUp
Pull upward
magneticDown
Pull downward
magneticAttract
Attract particles
magneticRepel
Repel particles
Gesture Types (Technical)
Behind the scenes, gestures have one of three technical types that determine how they combine:
// Let the LLM parser figure it outmascot.feel('happy and bouncing');mascot.feel('nervous, shaking slightly');mascot.feel('dramatic entrance with a spin');
Tips
Idle gestures are great for background ambiance - they blend smoothly
Dance gestures work best with audio sync enabled via enableRhythmSync()
Destruction gestures are 3D only and require mesh shatter support
Layer compatible gestures: breathe + shimmer works well together
Use chain() for sequences: Great for character introductions or celebrations
Timing & Music Integration
All gestures are designed to work with the musical timing system. Durations map to standard musical units for natural synchronization.
Musical Duration System
At 120 BPM (default):
Musical Unit
Beats
Duration
Eighth note
0.5
250ms
Quarter note
1
500ms
Half note
2
1000ms
Whole note (1 bar)
4
2000ms
2 bars
8
4000ms
BPM Scaling: Gestures scale proportionally with tempo. At 60 BPM, durations double. At 180 BPM, durations are 0.67x.
Gesture Durations by Category
Category
Typical Duration
Musical Time
Examples
Accents
200-400ms
⅛-½ beat
pop, flare, dip
Steps
500ms
1 beat
stepLeft, stepRight
Actions
500-900ms
1-2 beats
jump, spin, flip
Moves
1500-2000ms
3-4 beats
hula, twist, charleston
Reactions
500-2000ms
1-4 beats
oof*, wobble, rage
Destruction
1500-8000ms
4-16 beats
shatter, shatterCrumble
Idle
Continuous
Multi-bar
breathe, sway, float
Rhythm Sync Modes
Gestures can synchronize to music using different modes:
Mode
Behavior
Use Case
beat
Trigger on any beat
Quick accents (pop, flare)
bar
Wait for bar boundary
Full movements (hula, rage)
phrase
Wait for phrase start
Long sequences (shatterCrumble)
subdivision
Sub-beat precision
Nervous energy (jitter, twitch)
immediate
No waiting
Reactions (oof, recoil)
// Enable rhythm syncmascot.enableRhythmSync({bpm: 120});// Gestures auto-sync to beatmascot.express('pop');// Waits for next beat
Timing Properties
Some gestures have special timing phases:
Property
Description
Example Gestures
anticipation
Pre-action squash
jump (0.2 = 20% of duration)
hangTime
Peak pause
jump (0.1 = 10% of duration)
holdTime
Hold at end
bow (0.4 = 40% of duration)
triggerTime
Impact moment
crack* (0.05 = first 5%)
Type Behaviors
Type
Interruptible
Can Stack
Behavior
blending
Yes
Yes
Continuous, layerable
override
After 80%
No
Exclusive, one-shot
accent
Yes
Yes
Multiplicative boost
effect
Yes
Sometimes
Visual overlay
Interruption: Override gestures protect their animation until 80% complete, ensuring dramatic moments aren't cut short.
Storytelling Patterns
Gestures can be combined to create emotional arcs. Here are proven patterns: