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Using Yes Steve Model's Roulette, Extra Animations, Key Binds, and Sound Options

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Yes Steve Model lets you swap player models and animations, and this guide covers the roulette system, the extra animation slots, how to bind them to keys, and where to adjust roulette messages and animation sound volume.

Opening the Roulette and Extra Animation Menus

Two separate hotkeys exist for these menus. One action opens the Player Model GUI, and another opens the Animation Roulette. A third action opens the Animation Debug screen. None of these are assigned to a key by default in the mod's own text, so set each one yourself in the controls menu and press the corresponding hotkey when you want that screen.

There are also eight dedicated actions labelled Play Extra Animation 0 through Play Extra Animation 7. Each one fires a single extra animation directly, without opening a menu first.

Binding Keys to Animations

Every menu-opening action and every extra animation action is a bindable control. To use them, open the controls menu, find the entry for the action you want, and assign whatever key you prefer. Once bound, pressing that key runs the action immediately — for example, the hotkey bound to Play Extra Animation 3 plays that extra animation on the spot.

The same applies to the menu entries: bind Open Animation Roulette, press it, and the roulette interface appears.

Working the Roulette

Inside the roulette, scroll to move through the entries, then click to either copy or open the selected one. The roulette's path can become too long, so there is a setting to handle that.

A search tip appears in the interface: by default you search across model, info, author, and folder. Prefix your search with @ to restrict it to authors only, or with # to restrict it to folders only.

Related options include Show Model ID First, which puts the model's ID at the front of its listing, and Star Current Model, which marks the model you are currently using.

Adjusting Roulette Messages

The setting print animation roulette msg controls whether a message is printed when an animation roulette entry plays. Turn it on if you want confirmation in chat each time the roulette triggers an animation, or off if you prefer a quiet log.

Adjusting Animation Sound Volume

The Animation Sound Volume setting controls how loud animation sounds are. Lower it if animation audio drowns out other game sound, or raise it if you want animations to be more audible. This is a single volume control for animation audio rather than a per-animation mixer.

Several toggles sit alongside these options and affect what you see. disable self model stops your own player model from rendering, while disable other model stops other players' models from rendering. disable self hands hides your own hands, and disable player render turns off the extra player render. disable projectile model and disable vehicle model hide projectile and vehicle models respectively.

There is also a toggle to disable the external first person animation, one to disable the loading state screen, and a loading state position setting that decides where that screen sits. Use compatibility renderer switches rendering to a compatibility path.

The Animation List

The animation debug screen exposes a long catalogue of named animation slots. Many describe when they play — for instance, an animation for being attacked, one for riding a boat, one for crawling, one for being prone, a one-second animation for dying, one for equipping elytra, one for creative flight, one for doing nothing, one for jumping, one for sprinting, one for sleeping, and separate ones for sneaking while moving versus standing still. Others cover swimming, being in water, riding a pig, riding other mounts, being a passenger, and using a riptide trident in water or rain.

Weapon and item animations are grouped by hand and by action: holding and swinging swords, axes, pickaxes, shovels, hoes, maces, spears, shields, bows, crossbows (including charged ones), throwable potions, and spyglasses, plus drinking and eating for each hand. Compatibility slots exist for the Carry On mod (carrying blocks, entities, players, and being carried) and for TAC weapons, covering holding, aiming, firing, aiming while firing, reloading, sprinting, walking, and prone states for pistols, rifles, and RPGs, along with grenade throws from either hand.

Two parallel animation slots are also listed: one that loops continuously with priority above the main animation, and one that loops continuously with priority below it. The empty animation slot is marked for debugging only and should be left alone.