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Using Voice Volume to Drive More Than Just a Mouth

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Contents (3)
  1. The value is generic
  2. Ideas and how to build them
  3. Layering with other animations

The value is generic

The compat mod exposes your speaking volume as an animation input. Nothing forces you to use it only for a jaw. Once you understand that, you can build expressive models that react to how loud you are.

Ideas and how to build them

1. Blinking or squinting — bind eye parts to the volume value so you squint when you shout.

2. Ear or antenna movement — small parts that perk up or flatten based on volume read as very lively.

3. Body bob or lean — a subtle lean-in when you speak loudly makes conversation feel physical.

4. Glow or emissive parts — if your model has parts that can change appearance, drive them from volume for a "powering up" effect.

For each one, the process is the same: create the animation in the Customizable Player Models editor, then bind its driver to the voice value instead of a keybind. Keep movements small — large motions on many parts at once look chaotic and are distracting in multiplayer.

Layering with other animations

You can run a voice-driven animation alongside idle, walk, and gesture animations. If two animations fight over the same part, the result will stutter, so assign each part to only one driver at a time. Test in a voice channel after each change rather than building everything at once.

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