Animations
Clothing is judged in motion, not in bind pose. A coat that reads perfectly on a standing ped can fold through the leg the moment it walks, and you will not see that until something moves.
The tool covers this in two places: playing the game's own clips on the previewed ped, and building your own clip from scratch and exporting a .ycd your server can play.
Playing a clip in the preview
Turn on Enable animation in the viewport. Two lists appear:
- Clips — every clip from the game's own dictionaries, by the name the game knows it by.
- Your clips — clip dictionaries you added yourself with Add a .ycd…. They stay in this list between runs.
Speed scales playback, so you can slow a walk down to catch the frame where a hem clips through.
The Animation Creator
Pose a ped frame by frame and export a .ycd. Open it from the app menu — Animations.
Starting
| Start | What you get |
|---|---|
| New — male rig / New — female rig | An empty timeline on the bind pose. |
| Import a .ycd | Edit a clip the game already plays. |
| Open an animation | A .kctanim you saved earlier. |
| Start from a template | A pose or a whole clip from the library. |
| Recovered | Sessions that were never saved. The app kept a copy — open one and carry on. |
Only one animation is open at a time. If the creator is already working on something else, finish there first.
Posing
Two tools, and they are the whole rig:
- Rotate (
R) turns the grabbed bone. Hold Shift to snap to 5°. Hold Alt to turn a bone without dragging the rest of the limb with it. - Move (
G) pulls an arm or a leg's end through IK — you drag the hand, and the elbow and shoulder follow.
The camera behaves exactly as it does everywhere else in the app, so orbiting to check a pose costs you nothing.
The gizmo axes read Pitch · X, Yaw · Y, Roll · Z.
Controller layers
The rig is grouped into layers so you are not fighting a hundred controls at once: Torso, Head & neck, Left/Right arm, Left/Right hand, Left/Right leg, Face, and IK handles.
Click a layer chip to show or hide it. Alt-click shows only that one.
The timeline
Pick a bone, rotate it, and key it at the current frame. A bone with no keyframes stays at the bind pose.
- Frames and FPS set the clip's length and rate.
- Smooth new keys eases in and out as you go; Smooth every key in the clip and Constant speed on every key apply to the whole thing.
- Per-key easing: Linear, Ease in, Ease out, Ease in-out.
- Loop plays it round.
- Right-click a key to delete it, copy a pose to another frame, or clear every key on a bone.
Templates
The library ships Gestures, Two people, Showing a garment, and whatever you save under Saved by you.
A template is either This pose or the Whole clip. Stamp puts a saved pose on the current frame; Start from this begins a new animation from it. Templates that ship with the app cannot be deleted.
Props
Search Anything in the game to pull an object out of your GTA V files — Bags & boxes, Drinks, Flowers & plants, Food, Money, Phones & tech, Smoking, Tools, Weapons. You can also use the ped's own prop slots (hats, glasses, watches), the prop items in the open project, or Add your own model… as a .ydd.
Place it with X / Y / Z and Pitch / Yaw / Roll, and pick which slot it is worn on.
Two actors
Add a second person turns the timeline into a Scene with Actor A and Actor B, and Where they stand places them relative to each other. Export writes a clip per actor.
Exporting
Export .ycd bakes the clip at 30 fps. Two forms:
- As a .ycd only — the clip dictionary on its own.
- As a FiveM resource — a ready-to-drop resource folder around it.
Before it writes, the tool tells you what is incomplete rather than shipping it quietly:
| Warning | What it means |
|---|---|
| N of M bones have no keyframes | They stay at the bind pose. Usually fine, sometimes not what you meant. |
| N bones have a track but no keyframes | An empty track. Same result, and worth clearing. |
| N keyframed bones are not in this ped's skeleton | The game has nothing to apply them to — they do nothing in-game. |
| Nothing is keyframed yet | There is no animation to export. |
Importing a clip that animates fingers, face or cloth keeps those tracks even though the posable rig does not show them, so a round trip does not quietly throw them away.
If you open an animation posed on a different ped than the one loaded, the tool says so. It still opens.
Related
- 3D Preview — the viewport the clips play in.
- Cloth simulation — a
.yldgarment simulates while the animation runs, which is the real test of a coat.
Related pages
- 3D Preview — The centre panel renders your garment on an actual mpmfreemode01 / mpffreemode01 ped, with your real .ytd textures applied.
- Building — When your project is ready, hit Build and choose the FiveM target.
- Importing — Select an item and click Import .ydd / .ytd (or right‑click an item → import).
- Interface — The main window is split into three panels.
- Items and Textures — An item is one garment or prop.
- Texture Optimization — Hand-made clothing packs are usually bloated and full of textures the game doesn't like — odd sizes, no mipmaps, wrong compression.
- About the Tool — back to the section overview