Create and add an animation to a Ped in GTA V (FiveM)

August 23, 2026
  • Robin Moretti

Introduction

In GTA V, Peds are the humanoids, whether playable or not. This tutorial explains how to create an animation in Blender, then integrate it into a FiveM server.

Prerequisites

1. Retrieving a Reference Model

  1. Open CodeWalker → RPF Explorer and search for the file mp_f_freemode_01.yft.
    • Right-click → Export → choose a folder. This file contains the reference skeleton (rig).

  1. Go back to RPF Explorer, right-click on the exported fragment and choose Open file location.

  1. In the opened folder, you will be able to go inside a folder of the same name mp_f_freemode_01, you will find several sub-files (*.ydd). Export them all in XML format:
    • lowr_000_r.ydd → lower body and legs
    • feet_000_r.ydd → feet
    • head_000_r.ydd → head
    • jbib_000_u.ydd → torso
    • uppr_000_r.ydd → arms and upper torso

2. Assembling the Model in Blender

  1. Create a blank scene and open the Sollumz tab (delete the default objects).

  1. Importation
    • Import Rage Assets → select feet_000_r.ydd.xml.
    • Enable Import external skeleton and ensure the reference file mp_f_freemode_01.yft.xml is in the same folder.

  1. Repeat the import for head_000_r.ydd.xml.
    • Select the head mesh, hold Shift, click on the feet mesh, then Right-click → Join.
    • Delete the original head's parent.

  1. Repeat the operation for the other three elements (jbib_000_u.ydd.xml, uppr_000_r.ydd.xml, lowr_000_r.ydd.xml).
    • You should now have only one object (named feet_000_r) with a skeleton that correctly deforms all meshes.

  1. (Optional) Enable In Front in the Viewport Display of the rig to see it through the mesh.

3. Creating the Animation

The skeleton is now ready to be animated. In this example, we create a simple bone-by-bone back animation.

The tutorial does not cover the basics of animation in Blender; you can refer to the official documentation or third-party resources.

4. Preparing for Export

  1. Go back to the Sollumz tab → Animations → Create Clip Dictionary Template.

    • A new Clip Dictionary appears in the scene.
  2. Rename it to ped@animations (naming convention specific to FiveM).

  3. Select the Animations object, then Create Animation, rename it according to your preference (respect the snake_case). my_anim for example.

  1. Create a Clip and rename it according to your preference (respect the snake_case).

  2. Select the created Animation object:

    • In the Sollumz panel, fill the Hash field with the same name as the object (e.g., mon_anim).
    • Associate the Action Blender containing your animation.
    • Choose the Target: the final rig.

  1. Select the corresponding Clip:
    • Hash and Name = clip name (e.g., mon_clip).
    • Duration = clip duration (in seconds or frames, depending on your preference).
    • In Linked Animations, add the animation created earlier.

5. Export and Conversion

  1. Select the entire hierarchy of the Clip Dictionary (right-click → Select Hierarchy).
    • Export Rage Asset → choose a folder.
    • An XML file is generated.

  1. Open CodeWalker in administrator mode, enable the Edit Mode, then:
    • Create a mods folder at the root of your project.
    • Drag and drop the XML file into this folder (or import xml after a right-click).
    • CodeWalker will automatically convert it to .ycd.

  1. In the same mods folder, right-click on the .ycd file → Extract Raw.
    • Copy the extracted file to your FiveM mod directory.

Consult a complete setup example: https://github.com/RobinMoretti/custom-animation-gta-V-modding

Conclusion

You now have:

  • Exported the skeleton of a Ped.
  • Assembled the different parts in Blender.
  • Created an animation compatible with any Ped.
  • Converted and integrated the animation into a FiveM server.

You can reuse this workflow for other animations or models.


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Translated by AI from the French version.

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