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Register a New Animation!

Here’s how to register a new animation in the Animations File. Don't be intimidated by the size of this page—most of the options are optional. Scroll down for a clearer understanding.


Required Fields

Field
Type
Description
Example

id

string

Unique internal name

"wavehand"

label

string

Name visible in list/UI

"Wave Hand"

category

string

Animation category (e.g. generalanimations)

"generalanimations"

vip

boolean

true or false: requires VIP to use?

false

thumbnailcdn or thumbnail

string

Animation preview image (CDN URL or local)

"cdnurl/anim.webp" or "local.png"

firstperson

object

See “Animation Config” below

{ ... }


Animation Config (firstperson/secondperson)

Basic Structure

firstperson = {
    dict = "animation_dictionary",
    anim = "animation_name",
    config = { ... }           -- optional, see below
}

Main Options (inside config)

Setting
Type
Description
Example

posOffset

object {x=,y=,z=}

Moves animation position

{ x=0, y=0, z=0 }

heading

number

Facing direction (degrees)

90.0

freeze

boolean

Freeze in place during animation?

true

onfinishtptolastcoords

boolean

Teleports back to original position on finish

true

allowPedTypes

array

Restrict to certain ped types

{ "bigdogs", "default" }

flags

object

Animation behavior flags, see below

{ loop=true, controllable=false }

props

array

Attach props to bones, see props section

[ { ... } ]

ptfx

object

Particle effect config, see ptfx section

{ ... }


Flags (inside config.flags)

Key
Type
Description

loop

bool

Repeat animation until stopped

controllable

bool

Allow player to move while animating

customduration

number

Animation duration (ms) (overrides native)

customflag

number

GTA anim flag (e.g. 49 for controllable)


Props (inside config.props)

Key
Type
Description

model

string

Model name (prop)

bone

number

Bone to attach (e.g. 28422 = right hand)

posOffset

object {x,y,z}

Position offset

rotOffset

object {x,y,z}

Rotation offset


PTFX (inside config.ptfx)

Key
Type
Description

asset

string

Particle dictionary

name

string

Particle asset name

posOffset

object {x,y,z}

Offset position

rotOffset

object {x,y,z}

Offset rotation

scale

number

Scale

bone

number (optional)

Attach to bone

color

object {r,g,b}

RGB color (optional)

canhold

boolean

Maintainable effect (optional)

attachtoprop

boolean

Attach to prop (optional)


Synchronized Animations

If the animation uses two players:

  • Add a secondperson block (same structure as firstperson).

  • Add syncedoptions for positioning, heading, and initiator role.

  • initiatorRole is optional; if set, forces the initiator to be either first or second person.


Rules

Rules restrict when/where the animation can be played, or UI context features.

Key
Type
Description

blockVehicle

boolean

Block animation if in a vehicle

blockFoot

boolean

Block animation if on foot (out of vehicle)

blockSetPosition

boolean

Hide UI "Set Position" (context menu)


Full Example


Fully Field Summary

Field
Location
Required?
Description

id

Root

✅ REQUIRED

Unique animation identifier

label

Root

✅ REQUIRED

Display name shown in UI

category

Root

✅ REQUIRED

Animation category

vip

Root

✅ REQUIRED

VIP requirement (true/false)

thumbnailcdn or thumbnail

Root

✅ REQUIRED (one of them)

Preview image

canIdle

Root

❌ Optional

Can be used as idle animation

firstperson

Root

✅ REQUIRED

First person animation config

firstperson.dict

firstperson

✅ REQUIRED

Animation dictionary

firstperson.anim

firstperson

✅ REQUIRED

Animation clip name

firstperson.allowPedTypes

firstperson

❌ Optional

Allowed ped types

firstperson.config

firstperson

❌ Optional

Configuration block

config.posOffset

config

❌ Optional

Position offset

config.heading

config

❌ Optional

Character direction

config.freeze

config

❌ Optional

Freeze in place

config.onfinishtptolastcoords

config

❌ Optional

Teleport back on finish

config.flags

config

❌ Optional

Animation behavior flags

flags.loop

flags

❌ Optional

Loop infinitely

flags.controllable

flags

❌ Optional

Player can move

flags.customduration

flags

❌ Optional

Duration override (ms)

flags.customflag

flags

❌ Optional

Native GTA flag

config.props

config

❌ Optional

Attached objects array

props[].model

props

✅ REQUIRED (if using props)

Prop model name

props[].bone

props

✅ REQUIRED (if using props)

Bone ID to attach

props[].posOffset

props

❌ Optional

Prop position offset

props[].rotOffset

props

❌ Optional

Prop rotation offset

config.ptfx

config

❌ Optional

Particle effect config

ptfx.asset

ptfx

✅ REQUIRED (if using ptfx)

Effect dictionary

ptfx.name

ptfx

✅ REQUIRED (if using ptfx)

Effect name

ptfx.posOffset

ptfx

❌ Optional

Effect position offset

ptfx.rotOffset

ptfx

❌ Optional

Effect rotation offset

ptfx.scale

ptfx

❌ Optional

Effect scale

ptfx.bone

ptfx

❌ Optional

Attach to bone

ptfx.color

ptfx

❌ Optional

RGB color

ptfx.canhold

ptfx

❌ Optional

Can be held

ptfx.attachtoprop

ptfx

❌ Optional

Attach to prop

secondperson

Root

❌ Optional (for synced)

Second player config

syncedoptions

Root

❌ Optional (for synced)

Sync positioning

syncedoptions.sourceoffset

syncedoptions

❌ Optional

First player offset

syncedoptions.targetoffset

syncedoptions

❌ Optional

Second player offset

syncedoptions.sourceheading

syncedoptions

❌ Optional

First player heading

syncedoptions.targetheading

syncedoptions

❌ Optional

Second player heading

syncedoptions.initiatorRole

syncedoptions

❌ Optional

Force initiator position

rules

Root

❌ Optional

Blocking rules

rules.blockVehicle

rules

❌ Optional

Block in vehicle

rules.blockFoot

rules

❌ Optional

Block on foot

rules.blockSetPosition

rules

❌ Optional

Hide UI option


Ped Types

  • Use allowPedTypes in config to restrict the animation (e.g. to "default", "bigdogs", etc.)

  • If omitted, only "default" (human peds) is allowed by default.


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