Peds tool (clothing and props on any ped)

Updated Oct 15, 2026 Open the tool

The Peds tool at /app/ped opens any GTA V ped (a story character like player_one, an ordinary pedestrian, an add-on ped from a download), shows it on its own skeleton in its own clothes, and lets a person put more on it: clothing made for another ped, a GLB model, an item from Packs or the library, or a model generated with AI. Every piece can be moved, turned, sized, stretched and bent to fit with a lattice, then watched in the game's own animations. The result downloads as a FiveM resource. It is in beta and sits behind Tools on the left rail, under Create.

How the Peds tool works, step by step

The Peds tool walks through five steps, listed in the left column; any step can be clicked to go back or forward. Since 2026-10-07 the switch at the top of the column (next to the close cross) turns the steps into an editor: every section at once as collapsible sections (Ped, Add, Place, Textures, Export), the Export button always in the footer with Add beside it, and the Wardrobe on the right as the place to work (wear, drag to renumber, right-click to replace, edit or remove, plus to add). The choice is remembered on the device; the same switch goes back to the guide.

  1. Ped. Drop the ped's files on the stage, choose them, or choose a whole folder (a FiveM stream folder or a ZIP works). A dialog, Files for {name}, has one drop zone per kind of file, each named with the format it takes: Skeleton · YFT (needed), Variations · YMT, Settings · META (peds.meta), Drawables · YDD and Textures · YTD. Drop a file or a folder on any zone, or anywhere in the dialog, or click a zone to choose; every file is sorted into its zone by name, so dropping the whole stream folder at once fills them all. The info glyph on each zone says what the file is for. As soon as the .ymt lands it is read, and the Drawables zone matches what was dropped against it per slot ("Legs 24 of 24", with the missing ones counted); By slot opens every drawable number, dashed where one is missing. A stream folder with several peds lists them all first; pick one. The footer says what Read {name} will send ("Sends 27 of 1,184 files · 9.5 MB"). The panel then shows the bones, whether the variation file and peds.meta were found, and "181 here · 181 listed". The ped opens in its default outfit (drawable 000 of every slot, letter A, no props).

Wardrobe (the panel on the right, above the library, while a ped is open) lists every drawable the ped has, slot by slot, as numbers: filled is the one worn, solid is here and off, dashed is listed in the variation file but not here, and a number in the warning colour (since 2026-10-07) is a file made for a skeleton with another number of bones, which the export carries onto this ped (its tooltip says so). Numbers can be re-assigned (since 2026-10-07): a number is its place in the row, so drag a number along its row (or right-click it, Move left / Move right) to give it another number; a moved number is underlined and its tooltip says what it was, the slot's line says "Renumbered", and Numbers as read in the menu puts them back. The export renames the files (the drawable and all its letters) and moves the variation entries, so the game sees the new numbers; the README lists what moved, and when copying changed files only the old names must be deleted from the resource. A slot cannot be re-arranged while one of its listed files is not here (a file that is not here cannot be renamed), while its numbers skip one, or while one of them is marked to go; the refusal says which. The plus at the end of a row adds a piece to that slot (the Add question opens on it). Press a number to wear it (the game wears one per slot, props included), press the worn one to take it off, press a dashed one to add its file (Add files at the top takes any number of this ped's YDD and YTD files). A drawable added this way is worn at once and the panel scrolls to its slot, so it is seen where it went (since 2026-10-03); a texture added for the worn drawable becomes its letter. The letters of the worn drawable sit under its numbers. A piece is an add-on by default: it sits in its slot after the ped's own numbers as the number the export gives it (teal, with a plus, for example "+002"; the state line reads "New 002 · A"), worn when added. The game wears one drawable per slot, so pressing one of the ped's own numbers wears that instead and pressing the piece's number brings it back; the stage shows whichever is worn.

Editing what the ped has (since 2026-10-03). Right-click one of the ped's own numbers for three things. Replace with a piece opens the Add question; the next piece added to that slot takes that number (the card reads "Legs · replaces 001", the number in the Wardrobe turns teal and says "Replaced by …", and the export writes the piece at that number with the drawable's race letter and tone; the old drawable's letters stay after the ones given, unless Keep its other letters on the Place step is switched off). Number on the Place step does the same for a piece already added: New 002, or Replace 000, 001 … for every number the ped has or lists in that slot (one another piece already takes is left out); changing the slot makes it an add-on again. Edit as a piece takes the drawable itself out of the ped and puts it on the stage as a piece at its own number, with its own letters and the ped's own skeleton (a streamed ped's file as it is; a packed ped's entry split out by the server), so it can be moved, sized and bent with the lattice like any piece; exported, it goes back at its number. Since 2026-10-07 an opened drawable that was not changed (no move, no lattice, its own weights, its own letters, its own number) is left exactly as it was: the card says "Unchanged · the ped's file stays", and the export does not rewrite the file, so Edit is safe for a look, a Check or an Animate. Stop editing (the card's undo button, or the same entry in the number's menu) closes the piece and keeps the ped's file. Remove marks a drawable to go (struck through; the stage takes it off): only the last number of a slot can go, since the variation file lists drawables by position, and never 000 of a clothing slot, which the game opens on; the refusal says which. Keep takes the mark off. The export step counts removals in its line, and the report lists them ("Removed: lowr_003_r"). A number the ped carries as a file but its variation file does not list (a ped that came without a .ymt, or files past what the file lists; the Number select marks these "not listed yet") can be replaced too: the export lists it, and every number before it, in the variation file first and says so in its warnings; a number before it that has no file is a gap the game cannot read past, and the export refuses with that number named (since 2026-10-04). Removing such a number takes its files out and leaves the variation file alone. 2. Add. Pick a way in: YDD and YTD, GLB model, From Packs, From the library or Generate with AI (spends credits). The same question opens by itself after the first read. 3. Place. The piece appears on the ped with handles (see Placing a piece). The step opens on the piece's card: its kind, its name, the slot and the number it takes there ("Top · new 002"), and its texture letters as pictures. 4. Textures (optional, Skip passes it). Pieces lists every piece's card with its letters (the piece in hand first); The ped's own (folded while there are pieces) replaces a texture letter on any drawable the ped shows, or adds a new letter. The step ticks itself once every piece has at least one letter. A line at the top says "The stage draws textures at up to 2048 px. Files keep their full size." (since 2026-10-03; the same line sits under the piece's card in Place when a letter is a YTD or DDS). 5. Export. Name the resource and press Download resource (see What the export writes). When the ZIP is downloaded, <resource>.zip downloaded shows for a few seconds in the activity pill at the top of the screen (since 2026-09-30; before, a card across the top of the 3D view said it).

Tattoos on the ped's skin (2026-10-04). The pen on the stage toolbar opens Tattoos: the stage shows the ped's worn skin (its head, arms and body, legs, feet and hands; the clothes over them are left off, so a click lands on skin) and a card with the tattoos. Add takes pictures (PNG, JPG, WebP), each made the Tattoos tool's way (512 × 512, fitted whole). A click on the body puts the selected tattoo there; the handles around it, a drag on it, Ctrl and the wheel, Alt and the wheel, and the centimetre fields place it as in the Tattoos tool's skin packs (the same engine, modes/tattoo/bake.ts). Bake into skin paints every placed tattoo into each skin drawable it reaches and adds the result as a new letter of that drawable (owner's call: the original stays as its own letter), worn at once, shown in the Wardrobe as "+" and exported like any letter added here. Baking again replaces the letter the last bake made, made again from the letter it came from, so a tattoo is never baked twice into one picture; the card says "Baked · 1 new letter", or "Changed since the bake" once a tattoo moves. A mesh of the drawable that wears another texture (a packed ped's eyes) is shown and never painted. The bake is at the size of the stage's picture of the texture (up to 1024 on a side for the ped's own textures). The tattoos belong to the ped open: another ped starts with none, and they are not kept with the project (what they baked is, as letters). Walked 2026-10-04 on a_m_m_afriamer_01 (node_modules/.probe/ped-tattoo.mjs, 11 checks): read, placed, sized, baked into uppr_diff_000_tattoo_whi.png as a new letter, worn, baked again without a second letter.

Which ped files the Peds tool reads

The Peds tool reads both ways the game ships a ped:

  • Packed (most pedestrians, for example a_m_m_afriamer_01): name.yft, name.ydd (every drawable in one file), name.ytd, name.ymt, and name_p.ydd / name_p.ytd for props.
  • Streamed (the players, the freemode peds, most add-on peds): name.yft, name.ymt and one file per drawable and texture, named name^lowr_000_r.ydd in a FiveM stream folder or kept in a folder called name (props in name_p).

The .yft is required: it holds the skeleton. The .ymt is optional; without one, the export writes one listing every drawable and texture letter the ped has files for, in every slot and on every prop anchor, with the skin tone its textures carry (_whi textures list as skin-toned), then what was added (since 2026-10-07; before that only the slots an edit touched were listed, and a ped without a .ymt left with no head, hair, hands or feet). peds.meta is optional; without one, the export writes the game's ordinary pedestrian entry and Walk and voice on the export step picks male or female (walk, gestures, voice set). The server reads GTA V Legacy files (what FiveM uses); Enhanced files are tried as a second choice (verify). Drawables come in three kinds, named _u (universal), _r (raced textures) and _m (for example s_m_y_ranger_01's shirt and trousers, uppr_000_m and lowr_000_m); all three are read. Alternate drawables (accs_001_u_1.ydd, the same piece in a second state, like a jacket open and closed) are kept with the ped and written back, never read or shown. Files the tool cannot place are listed as ignored.

Large peds. A story character like player_one is about 1,200 files and 300 MB. The tool never sends all of it. The first read sends the skeleton, the variation file, peds.meta and, per slot, the drawable the game opens on (000) with one texture: the ped appears in its default outfit in a couple of seconds. Every other drawable and texture letter stays on the device and is still counted as here; choosing it in Outfit reads just that file (a spinner shows beside the slot, usually well under a second). The export sends only what changes and puts every other file of the ped into the ZIP in the browser. A small ped (up to 24 loose files and 48 MB) is sent whole.

Adding clothing made for another ped (YDD)

A YDD made for another ped, usually the freemode ped (mp_m_freemode_01 or mp_f_freemode_01), is carried onto the ped in hand automatically. Its weights are kept as the author painted them and moved across bone by bone (every human ped shares the same bone names and ids), and the piece is re-posed from the freemode ped's shape to this ped's, so a top made for the freemode body sits on a story character's shoulders. The panel says what happened, for example "From Freemode male · Re-posed · 25 bones folded". A bone this ped does not have (skirt bones, some facial bones) is handed to the nearest bone it does have.

Each texture file is one letter, in order (A, B, C; files named the game's way, jbib_diff_000_b_uni.ytd, go by the letter in the name). A piece's card shows its letters as pictures: press one to see it on the ped, the cross on a letter takes it out, and the last tile (or a file dropped on the card) adds more, as YTDs or images (PNG, JPG, WebP, DDS). The picture comes from each file whatever the texture inside it is called, as in the game. A piece with no letter is warned about ("The game shows this piece grey until a letter is added"). Hovering a letter says its size and format; a letter above 2048 on a side carries a "4K" mark and the card says "1 letter above 2048 px. Keep textures at 2048 or below: larger ones cost streaming memory for little gain." (since 2026-10-03). The size of an image is measured in the browser, a YTD's is read by the server with its picture.

Why does a texture look soft on the stage? The stage draws a picture of each texture, not the file: a letter a person added at up to 2048 on its long side, the ped's own textures at up to 1024 (since 2026-10-03; before, every stage picture was 512, so a 2048 vest read as a quarter of its pixels and people took it for the tool lowering their texture). The file itself is never resized: a YTD letter goes into the resource byte for byte, an image letter is encoded at its own size. The same picture dropped as a PNG shows at full size because the browser draws the file itself. Made for says which skeleton the YDD was skinned to: Read from the file (the default: a YDD with the freemode layout is taken as freemode, a story ped's piece carries its own skeleton), Freemode male, Freemode female, or This ped. Fresh weights throws the author's weights away and skins the piece against this ped's own body instead; it then needs Check. Add the piece's textures (YTD or images) under Textures in the Place step, in letter order; without one, a plain grey texture is written so the game has a file.

Adding a GLB model, or one from Packs, the library or AI

A GLB model takes letters too: the texture the GLB carries is letter A ("Texture in the model"), and images or YTDs added on its card follow as B, C and so on; take A out and the model's own texture can be put back with Use the model's own texture. A GLB model is placed first and skinned on Check: the server gives every vertex weights from this ped's own body (the same robust method the Clothing tool uses, against this ped's skeleton instead of the freemode one), with the fit and the lattice baked in. The line under the button then says "1,131 of 2,502 vertices matched". Until checked, a GLB stays still when the ped animates ("Unchecked pieces stay still"). Skinning holds Method (Robust or Nearest), Fingers follow the hand (off for gloves), Face follows the head (off for a mask that moves with the face) and Smoothing.

From Packs lists every item of every pack on this device, the ped's own sex first. From the library lists GLB and YDD files, including the folders the Clothing tool writes (the YDD with its YTDs). Generate with AI opens the model generator inside the tool; when the model is ready, Use model puts it on the ped (and closes the generator). Generation spends credits as it does elsewhere. Since 2026-10-13 the generator knows it is making clothing for the ped: on Describe it it shows "Clothing for the ped", and the words are drawn as one clothing piece shaped for a human body, from the front, as worn with the arms straight down and slightly apart, framed for a 3D model (see the Image to 3D doc, "Made for a tool"). While the ped stands with nothing added yet (on the Ped and Add steps, or in the editor), a bar under it says "Clothing for the ped" with Choose a GLB (the GLB is added as a piece, like GLB model) and Generate with AI (the same generator).

Placing a piece: handles, stretch and the lattice

A piece is placed with handles on the stage: Move (G), Turn (R), Size (S, corners size evenly, face balls stretch along one axis; since 2026-09-29 the handle stays under the pointer and the far corner or face holds still while the piece moves to keep it there) and Lattice. Handles in the Place step picks which show (the stage's toolbar does the same); under it one line says where the piece is ("Moved 2.0 cm · Turned 0° · 5° · 0° · 100%"), a Stretch row with Even appears once a face was pulled, and Reset puts it back. There are no buttons to move by steps: drag the handles (since 2026-09-28, the owner's call). The shared step pieces (@/workspace/guide) gained a one-row track and a Show in panel ring for the Create tools' Steps card on 2026-09-29; the Peds tool's own steps are unchanged. With several pieces, click a piece on the stage or pick it from the list at the top.

Lattice puts a box of dots around the piece. Drag a dot and the piece stretches there, smoothly, like bending a cage around it: pull a hem down, widen a waist, bring a collar in. Points chooses 2, 3 or 4 dots along each side; Mirror (on by default) moves the dot on the other side the same way so the piece stays symmetric; Reset shape puts every dot back. The lattice works on the piece before it is moved, so it turns with the piece. What the stage shows is what is written: the export applies the same lattice with the same formula.

Watching the ped move

The clapperboard in the stage's toolbar opens Animation. Animate plays the game's own clips (Idle, Walk, Run, Sprint and the rest) on the ped and on every piece that has weights: a YDD as soon as it is carried over, a GLB once checked. Body hides the ped to see a piece alone; Weights colours each piece by the bones that move it. While the clips play, a card at the top right of the stage, Unexpected skinning?, holds the piece in hand's Made for, Fresh weights and Method (the same settings as Weights on the Place step, and Check when fresh weights are asked for), so a piece that bends wrong can be given another skinning without leaving the motion; with no piece in hand it says to pick one on the stage (since 2026-10-03). The export step warns when the pieces were never watched moving since their weights last changed, with an Animate button.

The clips drive the main bones, and the tool also runs the game's own body expression on every frame, as the game does: the thigh roll bones take the thigh's swing and half its twist, the arm and forearm roll bones take a share of the twist, and the knee and elbow helper bones slide as the joint bends. Trousers and skirts are painted largely onto the thigh roll bones, so without this the top of a leg would stay still while the thigh swings. The Clothing tool's and Packs' animation previews run the same expression since 2026-09-28.

What the export writes

Download resource writes one ZIP named after the resource (default <ped>_ped): fxmanifest.lua (declares peds.meta as PED_METADATA_FILE), peds.meta, README.txt, and stream/ with the ped. Each added piece takes the next free number of its slot (the third top of a ped with two is jbib_002_u) and its textures are renamed to match (jbib_diff_002_a_uni). Free means after every drawable the variation file lists and every one the ped has a file for right after those (since 2026-10-06): a ped whose .ymt lists fewer drawables than it has files (or that came without one) gets those files listed first, each said in the export's warnings ("lowr 001 was not in the variation file; it is listed now"), and the piece goes after them. The card and the Wardrobe give the same number, and the export refuses rather than write a piece over a drawable the ped has. A replaced texture keeps the exact name, skin tone included, of the one it replaces (lowr_diff_000_a_bla); a new letter takes the drawable's tone. The .ymt gains every added drawable, texture and prop.

Image letters (since 2026-10-03). A YTD letter is written as it came, format and all — unless Neutralize tinted blacks is on: since 2026-10-07 the switch reaches YTD letters too, each re-encoded in its own format and size with its dark almost-grey pixels made exactly grey first (texture_ytd in api/ped_tool/build.py through optimize_ytd; one that will not re-encode is written as it came, with a line in the build log). Until then the switch only touched images. An image letter (PNG, JPG, WebP, DDS) is encoded by the server with a full mipmap chain at its own size up to 4096 (before, anything above 2048 was halved without a word). Image letters on the export step picks the encoding: DXT5 (what the game ships) or BC7, which keeps gradients and dark greys at the same file size, needs DirectX 11 and takes longer to write; BC7 is for Pro and Max (the choice opens the plans dialog on other plans, and the plan sends DXT5 whatever the saved choice). The texture a GLB carries is encoded the same way. Neutralize tinted blacks (any plan) makes an image's dark almost-grey pixels exactly grey before the encode, so DXT gives them no green or purple cast (see Packs for the same fix on a finished YTD); with it on, a DXT5 or DXT1 image letter is encoded by the box itself (api.core.dds_encode, dark-grey blocks refitted to neutral endpoints, full mip chain) instead of texconv, whose rounding casts dark greys green and purple by turns (optimize, Internal); BC7 letters still go through texconv, whose 7-bit endpoints hold greys. When a letter is above 2048 on a side, the export step says so with the first names and sizes: it is written at that size, and the advice is to keep textures at 2048 or below.

Findings on the Ped step (since 2026-10-03) run the Packs rules on what the ped has: a texture that is not a power of two, above 2048 (above 512 on a skin-tone drawable), short of mipmaps; a drawable with no lower LODs or a level past its triangle budget; and the same texture rules on the letters a person adds (a PNG's mip chain is not judged, the export writes it). They are said, with the drawable or piece and the texture they are on, never fixed here: the ped's files are written back as they are. Fixes live in Packs.

ZIP on the export step chooses Whole resource (below) or Changed files: a ZIP of only the files the export changed or added (stream/ with the grown dictionaries or the new drawables and textures, the edited .ymt, and peds.meta when one was written), to drop into a stream folder the person already has, replacing the files of the same name. After either, every changed file in the Written list has its own download button. When the variation file lists drawables that were not dropped, the export step warns: they are not in the resource, and those slots show nothing in game until their files are put in the stream folder.

The ped's own loose files (one per drawable and texture) are put into the ZIP by the browser, unchanged, so they are never uploaded for the export; a texture that was replaced is left out in favour of the new one. A packed ped stays packed by default: its .ydd and .ytd gain the new drawables and textures. Files on the export step can write it Streamed instead (one file per drawable, IsStreamedGfx set to true in peds.meta to match). A streamed ped is always written streamed. After the export the step lists every file written (Kept, Added, Edited, Written) and the line to paste into server.cfg: ensure <resource>. Spawn the ped by its name; set the new pieces with SET_PED_COMPONENT_VARIATION or SET_PED_PROP_INDEX by slot and index.

Limits and plans for the Peds tool

  • One ped a day on Free (and Lite, boosters and referrers; DAY_LIMITS.ped, since 2026-09-28). The count is taken at Download resource and keyed by the ped's skeleton file, so exporting the same ped again that day, with more pieces, is the same ped. A second ped shows Unlimited on any plan and "1 ped a day on Free · unlimited on any plan". Standard and up have no limit. Reading a ped, adding pieces, checking and animating are free.
  • Signing in is required: the ped is read on the server.
  • A read sends at most 400 files and 400 MB, but a large streamed ped sends only its skeleton and default outfit, so a whole player_one (about 1,200 files, 300 MB) opens fine; up to 5,000 more files can stay on the device. A piece is up to 80 MB.
  • Props (hats, glasses, watches) hang on their anchor bone as in the game; the stage places them where the bone holds them.
  • Not covered: cloth physics files are carried but not edited, first-person and alternate models are not generated, and a ped's expressions and head blend are left as they are.

Common questions

I dropped a stream folder with several peds. The files dialog lists every ped it found; pick one and press Read. The rest stay in the drop for later.

The Skeleton zone says "Needed". The ped's .yft is not in the drop. Drop it on the Skeleton zone or click the zone to choose it; nothing can be read without it. The skeleton is always the .yft named after the ped.

Which files go where? Skeleton is the .yft, Variations the .ymt (the list of every drawable and texture the ped has), Settings the peds.meta, Drawables the .ydd files (one per piece, or one dictionary for a packed ped), Textures the .ytd files. Dropping the whole folder sorts them all.

I have hundreds of YDDs. Drop the whole stream folder. The Drawables zone shows one count per slot instead of a list (By slot opens the numbers). Only the default outfit is read at first; the rest load when chosen in Outfit.

Only the head and hands showed (s_m_y_ranger_01). Fixed on 2026-09-28: that ped's shirt and trousers are the _m kind, which the tool did not read before. Read the ped again.

The texture on a piece from Packs looked wrong. Fixed on 2026-09-28: the stage took the picture by the name inside each texture file, and a pack's files often all carry the same name, so one letter showed another's picture. It now takes each letter from its own file, as the game does. Press a letter in the piece's Textures list to see it.

Which textures belong to the piece I just added, and where do I add more? The piece's card at the top of the Place step (and in the Textures step's Pieces list) shows its letters as pictures; the tile with a plus adds the next letter. Works the same for YDD and GLB pieces.

The ped's own head, hat or skin looked wrong or broken on the stage. Fixed on 2026-09-29. Community peds often ship texture files whose texture inside is named after something else (a whole ped where nearly every file holds a "berd_diff_000_a_lat"); the stage took pictures by that inside name, so one drawable showed another's texture. It now reads each texture file by its own name, as the game does for a streamed ped. Textures also wrap as in the game (a hat whose UVs run from -1 to 0 no longer looks stretched), and skin is drawn opaque unless the model's shader cuts or blends it (skin textures often carry alpha that is not transparency, which showed as holes).

A piece showed the wrong texture, or one the ped already had. Fixed on 2026-09-29. A texture file from a pack can hold more than one texture (the colour with its normal and specular maps). The export used to take whichever came first inside the file, often the normal map, and kept the others under their own names; on a packed ped those could replace the ped's own textures of the same name. Each letter is now the file's colour texture alone, and the preview shows that same texture. A letter whose picture cannot be drawn shows a crossed-out picture ("no preview"): the piece stays grey on the stage instead of borrowing another letter's texture, and the file still goes into the resource.

My added piece overwrote one of the ped's own (the new 002 replaced the 002 it had). Fixed on 2026-10-06. When the ped's variation file listed fewer drawables in a slot than it had files for (or there was no variation file), a new piece took the first number the file did not list, even though the ped had a file at that number, and the export wrote over it. Now a new piece goes after every drawable the ped has, listed or not: the card reads "New 003", the export lists the ped's 002 in the variation file first and says so in its warnings. To put a piece in the place of a number on purpose, pick Replace 002 under Number on the Place step. Numbers cannot be typed freely: the game reads the variation file in order, so a skipped number is a gap it cannot read past.

Does adding armour replace the ped's armour? Not by itself. A piece is added as a new drawable after the ped's own in that slot (the Wardrobe shows it as "+002"), and the variation file gains it; the ped's own armour stays. To put the piece in the armour's place, right-click the armour's number in the Wardrobe and choose Replace with a piece, or pick its number under Number on the Place step (since 2026-10-03). Only one drawable per slot is worn at a time, in the preview as in the game.

Can I remove a drawable the ped has? The last number of a slot, yes: right-click it in the Wardrobe and choose Remove. A number in the middle cannot go, because the game's variation file lists drawables by position and every number after it would move; replace it with a piece instead. 000 of a clothing slot stays too: it is what the game opens the slot on.

How do I put my changes into a resource I already have? On the export step pick ZIP: Changed files. The ZIP holds only what changed; put its files in the ped's stream folder, replacing the ones of the same name. Each changed file can also be downloaded on its own from the Written list.

How do I take clothes off or put others on? In Wardrobe on the right: press a number to wear it, press the worn one to take it off.

Why do only some drawables show? A drawable shows once it is worn: press it in Wardrobe. A drawable the variation file lists but that was not dropped cannot be drawn; the Drawables zone and the panel count them as missing. The export keeps the ped's full list either way.

The top I added from Packs floats off the shoulders. Check Made for: a freemode female piece read as male (or the other way) is re-posed onto the wrong shape. Then fine-tune with Move, Size or the lattice.

My GLB does not move when the ped runs. Press Check first: a GLB gets its weights from the ped's body on Check.

A piece of the ped's own (hair, shoes, a jacket) deforms in the game, or drags the whole body with it, though the stage showed it fine. Since 2026-10-07 the tool catches this. A ped's file is skinned to a numbered list of bones; the game binds each number to the ped's own skeleton (.yft) by position, so a file made for a skeleton with a different number of bones (a freemode clothing file renamed onto a custom ped whose skeleton has a bone or two fewer, the usual case) binds every bone past the first missing one to the wrong bone: the right shoe follows the toe, a jacket the upper arm. In the bind pose nothing looks wrong, which is why the stage showed it fine; Animate would have shown it. Now a number in the Wardrobe whose file was made for another skeleton is drawn in the warning colour, its tooltip says "made for a 128-bone ped, this one has 126", the export step lists them, and the export carries each onto this ped's bones by bone tag (the same carry a piece set to Made for: Freemode gets; the mesh itself does not move). A file that carries its own skeleton (player_one's pieces, some hair) is matched by bone tag by the game and needs nothing. A held drawable (a large ped) is only checked once it is worn on the stage, so wear what the ped will use before exporting.

My edited ped spawns as a blocky far-away figure (the far LOD look) and never loads. Fixed on 2026-10-07. The game dresses a ped from its variation file (.ymt) alone, and while any file that list names is not loaded it draws the ped as its far-away stand-in. When the ped was dropped without its .ymt (or the .ymt was named differently from the ped and so not matched to it), the export wrote a new one naming only the slots the edit touched: a user's music_tyrone left with no head, hair, hand or feet entries although every file was there, and with its _r trousers asking for _uni textures it only had as _whi. The export now lists every drawable and letter the ped has files for, in every slot and on every prop anchor, with the skin tone its textures carry, before applying the edits; the report says "the ped came without a .ymt; one was written listing every drawable found (N)". To repair an export made before the fix, drop the same files again and export once more, or drop the ped's original .ymt with it (Variations zone of the Files dialog) so nothing has to be rebuilt.

The export said "accs has no drawable 001 to replace". Fixed on 2026-10-04. The piece was set to take the place of a number the ped has a file for but its variation file does not list (the ped came without a .ymt, or had more files than the file lists); the export looked for the number in the variation file alone. It now lists the number, and every number before it, then replaces it, and the report's warnings say which numbers were listed. The error stays only when a lower number has no file at all, and then it names that number: the game reads a slot's drawables in order, so 001 cannot be listed without 000.

I added the ped's own body (or top, legs) as a piece and it is mangled when it moves. Fixed on 2026-10-03. Made for under Weights guessed "freemode" for any piece on a ped that is not the freemode ped, so the ped's own drawable was re-posed from a skeleton it never had and its weights read against the wrong bones. The guess now reads the mesh itself: it is laid over this ped's bones and the freemode ped's, and the skeleton it hugs is the one it was made for, so the ped's own drawable keeps its skinning as it is ("Carried from: this ped" on the card, nothing re-posed). A file named with the ped before the caret (ped^uppr_000_u.ydd, as a stream folder names them) no longer becomes a piece at all: it goes into the Wardrobe as the number it is, worn at once, and the Wardrobe scrolls to that slot. To force it either way: Weights → Made for → This ped keeps the file's skinning untouched, Freemode male / female carries it over by bone, and Fresh weights throws the file's weights away and skins it against this ped's body (what "test it with our skinning" means). Later the same day a pack jacket on another ped went the other way: the two skeletons came out nearly equal and the tie went to "this ped", so it moved wrong. A tie or a near tie now reads as freemode (what every pack piece is), the card says "Made for was a close call" with the two distances when it was, the hint under it says how to switch, and the stage card while animating has the same choices.

The head (or another part) stays still while the ped animates. Fixed on 2026-10-03. The game moves a bone by its tag (a number); the stage's clips moved bones by their names, which are whatever the ped's author left in the file: a converted ped whose head bone is not called SKEL_Head kept its head, mask and hat still while the body walked, although the game animates it fine. The scan now tells the stage the freemode ped's name for every bone with a matching tag, and the stage uses those names, so such a ped moves as in the game. A bone whose tag the freemode ped does not have (a tail, extra facial bones) still stays still: the game's clips do not move it either. If a part still stands still, check which bone its vertices are weighted to (Weights in the Animation popover colours a piece by bone).

The trousers' hips did not move with the legs in the preview before. That was the preview, not the file: the game moves the thigh roll bones with an expression the preview did not run. It does now, in Peds, Clothing and Packs.

Can I use this for the freemode ped? Yes, it reads mp_m_freemode_01 like any streamed ped, but for freemode clothing packs the Packs tool is the better fit.

Topics pedpedsaddon pedcustom pedplayer_onestory pedymtpeds.metastreamed pedpacked pedstream folderclothing on a pedyddglbskinningweightsbonesretargetlatticestretchanimationresourcefivem

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