Koja Scripts
Cloth Tool

Animations

Clothing is judged in motion, not in bind pose.

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

StartWhat you get
New — male rig / New — female rigAn empty timeline on the bind pose.
Import a .ycdEdit a clip the game already plays.
Open an animationA .kctanim you saved earlier.
Start from a templateA pose or a whole clip from the library.
RecoveredSessions 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:

WarningWhat it means
N of M bones have no keyframesThey stay at the bind pose. Usually fine, sometimes not what you meant.
N bones have a track but no keyframesAn empty track. Same result, and worth clearing.
N keyframed bones are not in this ped's skeletonThe game has nothing to apply them to — they do nothing in-game.
Nothing is keyframed yetThere 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.

  • 3D Preview — the viewport the clips play in.
  • Cloth simulation — a .yld garment simulates while the animation runs, which is the real test of a coat.
  • 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