Changelog

New tools, improvements and fixes, as they ship. Follow the Discord to get every update in your feed.

September 2026

FixedGLB to FiveM Converter

Low tier models came back white. Fixed.

If a Low tier model came out plain white this week, it was not your image. The service behind the Low tier stopped returning textures on 3 September. Since 5 September the tier runs on a different generator and delivers a textured model again, in about a minute.

  • Every affected job was refunded in full
  • A model without texture now fails and refunds instead of being delivered
  • Standard and Premium tiers were never affected
ImprovedGLB to FiveM Converter

Every 3D model now ships with distance levels

Until now every model we delivered rendered at full detail at any distance. From today, each build carries three detail levels and switches between them at 60, 120 and 200 metres.

  • Nothing to configure, it happens on every new build and rebuild
  • Existing models get it the next time you rebuild them
  • Low poly models scale their levels with the budget you picked

Low poly: pick a triangle budget for any 3D model

Props that get placed a hundred times, or seen from far away, do not need 40,000 triangles. Switch on Low poly in the create dialog or in the editor and set the budget yourself.

  • Slider from 1,000 to 20,000 triangles (30,000 for hero objects), in steps of 500
  • The model keeps its look: it is remeshed and the texture is baked onto the new surface
  • Below 3,000 triangles the dialog warns you; the job still runs if you want it that way
  • Works on new generations, on uploads and as a rebuild of anything you already have
  • Costs nothing extra, on any tier
New

Earn credits with a clip, a post or a share

The Free Credits page is now Earn credits, at the bottom of the sidebar.

  • Video or clip of your result on YouTube, TikTok, Twitch or Instagram: 1,000 credits, up to 3 a month
  • Post in a FiveM community with your result: 300 credits
  • Share on your own social account with a link to us: 150 credits per platform
  • Every submission is checked by hand, usually within two days
  • The post has to be public and show something you actually built here
Improved

Tell us how a result turned out

Right after your first download, the result page asks one question: how did this turn out? One star click is a complete answer. A comment is optional and goes straight to the people who build this. Closing the card counts too, and you are not asked about that job again.

AnnouncementPricing

Starter credits are valid for 14 days

New accounts start with free credits to try things out. From now on those starter credits are valid for 14 days.

  • Only the signup bonus expires. Daily refills, rewards and purchased credits stay as they are
  • A reminder goes out 7 days and 1 day before the date, and the date shows in your credits settings
  • Accounts created before this change have until 18 September to use their starter credits
FixedImproved

Weapon attachments sit where you put them

What you line up in the Weapon Studio is now what you get in game.

  • The preview scale matched the weapon badly, parts looked up to a quarter smaller than they were built. Fixed
  • Suppressors start at the muzzle, lights at the rail, magazines below the grip
  • The muzzle point is measured on your model and you can drag it in the fit step
  • Sliders are in centimetres, and the first-person view shows the attachments too
  • Reskins skip the fit step entirely; the base weapon is visible in every step
Fixed

Spinning previews stopped cropping long objects

The camera in the rotating previews (results, library, EUP, reskin, thumbnails) framed objects by their longest edge and ignored the panel shape. Long objects were clipped mid-turn, compact ones sat tiny in wide panels. The camera now fits the full rotation to the panel. No action needed.

One file or separate files, your choice

Some setups want one file per prop, others want the pieces separate. Both are one click now.

  • Separate files stays the default: ydr, ytd, ybn and ytyp side by side
  • Single file puts the textures inside the ydr, two files total
  • Pick it when creating, or switch later in the editor and rebuild
  • Very large bundles fall back to separate files automatically, and the result page tells you

August 2026

FixedFramework Converter

Conversions were charged twice, and refunded

A conversion was charged for each step as it ran and then a second time for the full run at the end. Everyone who converted between 24 and 27 August was charged about twice the real price. The bug is fixed and the difference has been refunded to each affected account. A conversion now costs on average around half of what those days showed.

FixedAI Script Generator

A partial GitHub import now says so

Large repositories were imported in part and reported as complete, so missing code only showed up later. The success message now lists how many files were skipped and why (too large, binary, over the budget). The repository list in the wizard also stopped spinning forever on some accounts.

New

What does a credit actually buy?

The question after the plan price is always the same: what do I get for it. The new /credits page shows it.

  • A slider across every plan and credit pack, with the price per 1,000 credits
  • All prices in one list, in credits and in dollars
  • The tools that are free, and the real range for work that is billed by use
  • Linked from the places where the question comes up: checkout, the paywall, the settings
NewFramework Converter

Convert a resource between ESX, QBCore, Qbox and ox_core

ESX Legacy, QBCore, Qbox and ox_core, in any of the twelve directions. Upload a resource, pick the framework you want it on, download the result.

The analysis is free and runs straight away. It reads your code and tells you what a conversion would face. Some calls are a straight rename. Some change shape. Some have no equivalent in the target at all.

You also see which resources you will need installed and which files change format. And the steps only you can do, like a SQL migration or a new item in your inventory.

Across the 33 official ESX addons, only 14 percent of framework call sites are a straight rename. The rest is where servers break.

Then six checks run before you get the result:

  • Every file survived the conversion at full length
  • Every Lua file parses
  • No code from the old framework was left behind
  • Every call the output makes exists in the target framework
  • Commands, events, exports and items are unchanged
  • The manifest and the files agree, and no event points at nothing

When a check does not pass, the report names it and says why. The run does not get called finished.

Images, sounds and fonts travel with the resource and stay declared in the manifest.

A delivered conversion costs at least 100 credits, more for a bigger resource. A failed run, a cancel and the free analysis never cost anything.

vRP is not in this release. Its call model is different enough to need its own pass.

Try it: https://ai.swisser.dev/fivem-framework-converter

NewAI Animations

Put a prop in your ped's hands

Every finished animation now has Add a prop to this animation on its page. It opens a studio with your clip playing, and you place objects on the ped while it moves.

Pick a bone, drag the object into place, then scrub the clip. A prop that sits right in one frame can be inside an elbow two seconds later.

If a prop clips through the body, the studio says so. It marks the second it happens on the scrubber.

Presets for a grip, a low carry, a hold up and a shoulder carry are one click. Up to four props per animation.

The catalogue is the same 2,952 GTA props the Interior Builder uses, filtered to things a person can hold. Search covers all of them. You can also type the model name of anything you stream yourself.

The preview reads the real bone names out of the skeleton and hangs the prop where the game hangs it. So the position you set is the position that ships.

Your animation itself is not touched. The clip ships exactly as it was, and you get a normal FiveM resource with the prop code in it.

500 credits per build. Open one of your finished animations to start: https://ai.swisser.dev/animations

Improved

Your finished work shows a picture, not an icon

Every job in the list looked the same: a title, a status and one icon for its type. Finding the one you wanted meant reading names.

Each job now carries its own picture. The result page got the same treatment, so a wide image no longer sits tiny in the middle of a black box.

Jobs that have no image of their own keep their icon.

FixedAI Animations

Edited animations were playing turned 180 degrees

If you edited an animation and the ped played it facing the wrong way, this was it. The export wrote a root direction the game reads as absolute, and the ped ended up turned around.

It looked correct in the editor and in the preview. It only went wrong in game, which is why it survived as long as it did.

New exports are right. We also went back through the exports made before the fix and rebuilt them, free and with nothing for you to do. The job link, the download and the in-game clip name all stay the same. Nothing you already installed breaks.

If an old edited clip of yours still plays turned, report it and we will rebuild that one too.

ImprovedDiscord Bot Generator

Ask the bot builder a setup question and get an answer

Most people who get stuck are not stuck on the generated code. They are stuck on setup. A token in the wrong place, an intent not switched on, a folder in the wrong spot.

Asking about it used to mean another rebuild. That fixed nothing and changed code that was already fine.

Now you get an answer instead. It searches the setup guide and the list of known errors, each with its cause and its fix. The reply comes back in the chat. No files are touched and nothing is rebuilt.

Two more fixes in the same update:

  • A FiveM bot registers its own slash commands when it connects, so there is no extra script to run first
  • Bots that need a database or another package now build and start properly
New

Build a Discord bot from a description

Describe what the bot should do and you get a TypeScript project back. One file per command, one per event, typed strictly, written against the current discord.js release.

Four checks run before you ever see it. It has to compile. It gets scanned for the API that was removed or deprecated in v14, the kind that still looks correct in an editor and then fails at runtime. Fourteen structure rules check that the project is actually a project: entry point present, dependency declared, no bot token pasted into a file, no 400 line monster holding six commands. Then it starts, in an isolated container with no network, and has to get as far as logging in. When a check fails it goes back and fixes it, up to three rounds, and you watch that happen line by line.

There are two targets. A normal Node bot you host anywhere, or a resource that runs inside your FiveM server. The FiveM one is the interesting half: one process instead of two, no second host to pay for, and it reads the live player list directly instead of asking your server over HTTP. Six of the structure rules exist only for that target, because the manifest, the Node version and the CommonJS setup are each a way for a resource to silently never start.

The code is yours. Download the project and it runs on your machine with your token, with no account here.

Your first build is free. After that the builds we have measured came in around 80 credits, and a change to a finished bot around 110.

Every build is compiled, scanned for dead API and started in a sandbox before you see it. What that cannot cover is your own token against your own server, so if something surprises you there, the report button on any page is the fastest way to reach us.

Improved

Changes to existing code cost about 15 percent less

Asking for a change to an existing project got cheaper. Measured across 1,346 real changes, the average went from 176 credits to 151, so about 15 percent off.

To be precise about what this is: it puts the price back where it was before we switched generators in July, not below it. If you were here in June, a change costs roughly what it did then. New generations are unchanged, they were already charged at cost.

Nothing to switch on, and it applies to every kind of project.

Fixed

When something fails, you now find out why

The server has always said why a request failed. The pages could not read most of the ways it says it. Five of the six shapes an error arrives in were being dropped, and what you got instead was one generic message no matter what had actually happened.

The expensive version of that: a request refused for a reason you could have fixed in ten seconds looked exactly like a temporary glitch. One account retried the same thing eight times over eight hours.

An expired session now says the session expired. Not enough credits says how many the thing needs and offers the way to get them. A job that is already running says so instead of failing silently. Same wording in the studio, in the toasts and on the buttons, because they were three different vocabularies until now.

This was the front half of the job. The server still answers in six different shapes and lining those up is next.

Improved

The editor extension can look things up now

Chat on the website is backed by a searchable reference: the real framework exports, event shapes and function signatures. In VS Code, and in anything else pointed at our API, that reference was never consulted. Over 30 days: 115 requests, zero lookups, against an average of six reference passages per request on the website.

It can search that reference itself now, part way through an answer, when it decides it needs to. That runs on our side, so there is no extension update. If you have it installed it already works.

The budget is three lookups per task rather than per message, because one piece of work in an editor sends around 17 messages, and a per message budget would have been either useless or wasteful.

One honest note. Looking things up is not free, so expect a task to run maybe 15 percent more credits than before. What you get for it is an answer checked against the real API instead of a remembered one.

NewAnnouncement

SwisserAI works inside VS Code now

Describe what you need and it reads your project, writes the files, runs the commands and keeps going until the thing works. It knows ESX, QBCore, Qbox and standalone setups, and it works on the resources you already have instead of only making new ones.

You approve every file it touches and every command it runs. Auto-approval exists but is off until you switch it on, per action type, and a .swisseraiignore file keeps whole folders out of its reach.

Four modes: Code writes and edits, Architect plans a bigger resource before touching a file, Ask answers questions without changing anything, Debug goes after one specific bug.

Same account, same credits, same plan as here. Sign in with Discord or GitHub, and the extension is connected.

Install it: https://marketplace.visualstudio.com/items?itemName=SwisserAI.swisserai

First release, so expect rough edges. Tell us on Discord when you find one and we will fix it.

New

Weapons can carry attachments

Weapon Studio has an Attachments step. A weapon carries up to five parts, one per mount point, because that is the rule the game enforces. The catalogue is 6 sights, 6 magazines, 5 suppressors, 4 grips and 4 lights.

You fit each part in the same 3D view you use for the weapon and see where it sits before you build. Everything lands in one resource and one build, so there is nothing extra to install.

The result page lists every part with its mount point and hands you the GiveWeaponComponentToPed lines. Your server has to give out each component separately, and without those lines a weapon with attachments is unusable.

50 credits per part, so a fully fitted weapon is 250 on top of the build, about what a reskin costs. A weapon without attachments builds and costs exactly as before.

Nobody has taken one of these into a running server yet, ours included. If a part sits wrong in game, the bug report button on any page is the fastest way to reach us.

Improved

New accounts start in the new navigation

The new navigation has been opt-in since 4 August, and from today new accounts start there. If you already have an account, nothing moves, and if you have already picked a side, your pick stands.

That pick now lives on your account instead of only in your browser, so it follows you to your other machine. Of the first 25 people who switched and came back later, 7 landed in the old navigation again on a different device, which is what put this on the list.

FixedAI Script Generator

The assistant kept answering in the wrong language

Since free projects moved to the same generator as Premium on 3 August, English requests were the ones that drifted. German and Russian requests came back correct every time. English ones were a coin flip, and the language could change between two steps of the same run.

Telling it to answer in your language did not help, because working out which language you wrote in was the broken step, not following the instruction. That decision now happens on our side before the request goes out.

Across 76 runs after the fix, none came back in the wrong language.

Fixed

Weapons built from a saved draft could still come out sideways

Thursday's fix made the build use exactly the placement you set in the editor. This is the gap it left. When you reopen a saved draft, your model loads a moment after the page does, and if you pressed Build in that moment the editor sent a placement of zero. The build read that as a decision you made and skipped measuring the model, so a flat modelled gun got built lying on its side.

An untouched placement now counts as no answer and the build measures the model itself. A zero you set deliberately is still respected, and a weapon you did line up builds exactly as you left it.

Found from a report that said "it makes it sideway" and came with the model attached, which is the only reason it was reproducible. Thank you.

Improved

AI-generated images now carry a content credential

Anything the AI generates as an image or a clip now carries a signed note in its metadata saying it was AI-generated. This covers image generation, item icons, AI designs in the EUP and reskin studios, and shared animation clips.

You do not have to do anything, and nothing about the file changes visually. The marking survives download and upload to anywhere that keeps metadata intact.

The game files we build for you are not marked, because those formats cannot carry metadata at all.

Improved

Settings uses the whole screen, and billing lives there now

The page now has a section list on the left that follows where you are, and the settings themselves sit in a grid next to it. On a wide screen you see two columns, on a laptop one, on a phone the rail steps out of the way.

Billing moved into the same page. It used to be its own page whose plan information overlapped with the subscription section in settings, and the two could show you different things. Old billing links and bookmarks still work, they land on the billing section.

Also fixed: the billing page could not be scrolled at all on some screens.

FixedCommunity Assets

The support bot went quiet on tickets it should have answered

The bot used to make a single yes-or-no call on every message before doing anything else, based on the last few lines and without its own earlier replies. When it guessed wrong, the whole ticket went silent with no sign that anything had happened.

It now reads the full conversation and answers when it is unsure instead of saying nothing. It also handles threads and reads screenshots you paste in.

One thing it could not answer before was the most common question in the channel: what something costs. Ask it what the EUP Maker or a 3D generation costs and you get the actual number now.

ImprovedAI Script Generator

Edits to an existing project finish about a quarter faster

When you asked for something that touched more than one file, the assistant went back and forth once per change. Every one of those trips re-sent the whole conversation, so the more files were involved, the worse it got.

It now sends all the changes for a request in one go. Across 200 measured runs the median wait dropped from 246 to 186 seconds.

Free accounts get the bigger share of this. There is a ceiling on how long a single request may work, and requests that used to hit it now mostly finish before they get there.

FixedAI Script Generator

Generated menus were coming out with a black panel

Frosted glass panels are the standard look for in-game menus, and the generator kept building them with a blur that the FiveM browser has no way to render. In the editor it looked right. In game it painted a black box over the interface, and it flickered.

The generator now builds that look out of layered translucent surfaces instead, which reads the same and renders correctly. If you specifically want a real blurred view of the game behind a panel, ask for it and you get a build that does it properly.

We checked it on a set of typical requests: every single one used to produce the broken version, none of them do now.

Fixed

The weapon you line up in the editor is the weapon you get

If you straightened a gun in the viewport and it still arrived tilted, that was us. The build applied its own guess at the orientation and then put your rotation on top of it, and the preview only ever showed your half. Two smaller mismatches between the preview and the build made the same axes disagree.

Now the rotation you set is the rotation that gets built, with no second one added behind it.

Weapons built from your own model before this fix are marked with a free rebuild in your list. Open one and it tells you what to do, because the answer differs: if you never touched the placement, a rebuild is enough. If you did adjust it, look at it once from the side first, since your saved value now means something different.

NewAnnouncement

Build a weapon from your own model

Weapon Studio takes a model you upload and builds a weapon resource around it. You place it in a 3D view, set the grip and the sight, and get the finished files back.

If you only want a new look on an existing gun, the reskin path keeps the original geometry, so animations and attachments stay exactly as they were.

It went live on Thursday evening and people have been building with it since. Early days, so if something comes out wrong, the bug report button on any page is the fastest way to reach us.

Fixed

Jobs that died quietly now close themselves

When a job died mid-run, nothing ever closed the row. It stayed in your list on "running", and every visit to the overview kept asking it for an update that was never coming.

Those now time out on their own: six hours without a sign of life for a job that had started, 24 hours for one that never got picked up. Your credits were never affected, those reservations were already being released automatically.

Fixed

An old job could take over the page you were looking at

If you had an old job still sitting on "running" somewhere in your account, it could push itself onto whatever asset page you had open, progress bar, credits, elapsed time and all. One of them claimed to have been running for 162 days, which was the giveaway.

The page you open now stays the page you opened. Nothing was ever wrong with the asset itself, only with what was drawn on top of it.

New

Scale to a real size instead of guessing a multiplier

Resizing used to mean a slider from x0.5 to x2. For a model that came in at 963 units wide, the factor you needed was 0.0003, which nobody is going to type.

The editor now has Scale to size with four presets:

  • Handheld, 30 cm, for a pistol, a bottle, a radio
  • Prop, 1 m, for a crate, a chair, a barrel
  • Person, 1.8 m, for a door, a locker, a statue
  • Vehicle, 4.5 m, for a car, a van, a boat

Scaling stays proportional on all three axes, and the camera reframes afterwards, so a model you just shrank does not vanish into the distance.

New

A tour that asks what you want to build first

Most people only ever use one part of the app, so a tour that walks you through all four is mostly wasted. This one asks what you want to build first, then points at the things you need for that and gets out of the way.

The last step is not reading. It highlights the real button and waits for you to press it.

You can skip it at any point, and start it again later from "Take the product tour" in the sidebar or from the Ctrl K menu. It only exists in the new navigation.

Fixed

Large models no longer open to a black viewport

Models built in centimetres come in enormous, hundreds of units across. The camera was set up for something human sized, so the model sat outside what the camera could actually draw. Everything loaded, nothing appeared, and there was no error to go on.

The camera now works out its range from the size of the model it is looking at. This affected the asset editor, the preview, the community view and the library preview, and all four are fixed.

FixedAsset Library

Model library searches were returning almost nothing

If you searched the model library and got a handful of results for something that obviously exists, this was why. Picking several licenses at once did not widen the search, it narrowed it down to whichever one happened to be last.

Every license you tick is now searched properly and the results are mixed together, paging included. The same search that returned 1 model now returns 20.

The library also opens inside the new navigation now instead of throwing you out to a separate page.

Improved

Signing in with Discord puts you in the server

Roughly three quarters of accounts here already sign in with Discord, and most of them were never in the server, so support questions and announcements never reached them.

From now on, signing in with Discord adds you to the server and sets your role for you. You are asked for that permission the next time you log in with Discord, so it will not happen behind your back, and leaving the server still works exactly as it did.

This also fixes linking: if your account had a Discord id from signing in, the "link your Discord" flow for free credits refused to run. It works now.

ImprovedAI Script Generator

Free projects now run a lighter version of the Premium generator

Free and Premium build with the same generator now. The difference is how hard it is allowed to work: Premium thinks longer before it writes, takes more steps on a single request, holds far more of your project in view at once, and can produce much longer files in one go.

If your projects are small, you will barely notice. If you are building something large, that is where Premium pulls away.

FixedAI Script Generator

First generations do not get cut off anymore

Your first generation used to be one long response with a hard length limit. Hit that limit and the project ended in the middle of a file, and often the result was nothing at all. It now writes file by file with no single ceiling, so a bigger project takes more steps instead of getting chopped.

If you ever created a project and got an empty one back, that was this. Sorry.

ImprovedAI Script Generator

You can see what the generator is actually doing

The old progress line counted files it had already discovered, so the total kept climbing as it went and you were permanently one file short of finished. That was never a real number, so it is gone.

You now see the work itself: what it is thinking through before it starts, then every file as it gets created or edited.

July 2026

Fixed

Older work stopped disappearing from your lists

Each area of the workspace was reading from a shared window of recent jobs. Pile up enough work in one place and everything else fell out of view.

Every area now loads its own jobs. If a section looked empty for you, it will not anymore, and nothing was ever lost.

NewInterior Builder

Floors, stairs and surfaces in the Interior Builder

The two things people asked for most, plus the one that makes an interior stop looking like a box.

  • Storeys. Add a floor above, edit one level at a time, with the level below showing faintly underneath so things line up.
  • Stairs. Drag a staircase and it cuts its own opening in the floor above. Walk mode actually climbs it.
  • Surfaces. Floor, walls and ceiling per room, from 18 materials in the colour you pick. The swatch shows the real material, not a flat colour chip.

Multi-storey builds count their levels as rooms, so pricing works the way it always did.

FixedAI Animations

Clips filmed at high frame rates are no longer cut short

If your phone records at 60, 90 or 120 frames per second, part of your clip could go missing on the way through. The length now follows the real frame rate of what you uploaded.

If a clip came back shorter than it should have, rebuild it and you get the full thing.

NewPricingAI Animations

Animation clips up to 60 seconds

Twenty seconds was fine for a gesture and useless for a routine.

  • Free accounts stay at 20 seconds
  • Paid plans go up to 60
  • Anything over 20 seconds adds a flat 1500 credits, whether the clip is 21 seconds or 59
  • Uploads can be a lot bigger now, so you do not have to compress a long clip before sending it

Long clips take noticeably longer to come back. That is the trade.

Announcement

Changelog, roadmap and issue tracker are public

Three pages, open to everyone:

  • Changelog: everything that ships, as it ships
  • Roadmap: what is being built right now and what is planned. Sign in and vote to push something up the list
  • Issues: post a bug or a feature request, comment on other people's, vote

The roadmap is not decoration. Votes decide what gets picked up next.

Improved

Image generation got a quality upgrade

Images come out sharper and follow the prompt more closely, especially text on signs and labels.

Prices did not move. The inventory icon generator runs on the same path, so icons got the same jump.

NewProp Reskin

AI Design in the Reskin Studio

The Reskin Studio can now design for you. Type what you want the prop to look like ("weathered red vending machine with graffiti") and the AI repaints the full texture atlas.

  • You get two candidates per run and pick the one you like
  • The edit respects the prop's UV layout, so the result maps cleanly onto the model
  • Works together with the existing manual editor and the 3D live preview
  • Launch price: 250 credits per run
ImprovedEUP Maker

EUP Studio: hi-res textures up to 2048px

The EUP Studio no longer downscales your work to the vanilla texture raster. The paint canvas, the live 3D preview and the built pack now run at up to 2048px.

  • Fine details like chest prints, patches and lettering stay sharp in game
  • The build button is now always in reach as a sticky footer in the studio sidebar
  • Existing designs keep working; just rebuild to get the sharper output
FixedAI Animations

Animations play in your ped's heading

Fixed a long-standing annoyance: generated clips used to snap the ped to a fixed heading when they started, which often meant a sudden 180 degree turn. Clips now play in the direction your ped is already facing. No rebuild needed for new exports.

NewAnnouncementInterior Builder

MLO Builder is now Interior Builder

The MLO Builder got a new name that says what it actually builds: Interior Builder. Builds ship shell-style walk-in interiors streamed as normal add-on resources, the same approach popular shell packs use for player housing.

Two upgrades shipped with the rename:

  • Shell mode is the default for every build
  • You pick the build spot: "Auto spot" places the interior far from the map, guaranteed conflict-free, or enter your own coordinates (grab them in game with /pos) so multiple interiors on one server each get their own place

Design free in the browser, no login needed: Interior Builder

Improved

Better waiting, better results

Two quality-of-life upgrades across all tools:

  • While a job runs you now see a processing view built for that job type instead of a generic spinner
  • When it finishes you land on a proper result page with previews, download, install instructions and sensible next steps

This covers animations, 3D conversions, EUP packs, reskins, interiors and icons.

FixedEUP Maker

Addon clothing packs register correctly in game

Addon style EUP packs were not registering in game. The clothing inside them was fine, the part that tells the game the collection exists was not.

All 144 affected packs were rebuilt automatically at no cost, with none of them failing. If you built an addon pack before July 20, re-download it from your assets and it works.

NewInterior Builder

AI Auto-Furnish for the Interior Builder

Click AI Furnish, describe the interior you have in mind, and the AI picks matching props from the 2,952-prop catalog, arranges them room by room and hangs wall decor like neons, posters and dartboards.

  • A re-roll is just another run; Ctrl+Z restores your previous layout
  • Your first run is free, after that each run is 250 credits
  • Everything stays editable afterwards, it is your layout
NewAnnouncementInterior Builder

Plan interiors in the browser

Interiors were the last thing on the site you still needed a full modelling suite for.

  • Draw rooms on a grid and place doors
  • Fill them from 2,952 real GTA props
  • Walk through it in first person before you commit
  • Build it as an add-on resource that installs like any other

Designing is free and needs no account: start planning

Pricing

Unused subscription credits roll over

A quiet month should not cost you your credits.

Whatever is left over rolls into the next month. The balance can build up to three times your monthly amount, which is enough to cover a big build after a slow stretch without letting a stockpile grow forever.

NewInventory Icons

Transparent inventory icons

Inventory icons are the last thing anyone gets around to, and they make a server look finished.

Type the item, get a clean icon on a transparent background, sized for inventory grids. Generate them on the site or in the Discord channel without leaving chat, and browse the public icon library for ones that already exist.

NewProp Reskin

Ship a prop in several colors as one pack

Five colors of the same crate used to mean five builds and five resources fighting over names.

Now you set up the variants in the studio and get one resource back with all of them inside, each with its own name, ready to spawn.

NewAI Animations

Seamless looping animations

Looping animations (dances, idles, working poses) no longer snap when the clip restarts. The end of the clip blends back into its start, so a loop runs without a visible break.

Available on new animation exports.

Pricing

Your first animation and your first 3D model are free

Reading about output is not the same as holding it.

Every new account gets one free animation and one free standard 3D model. No card, no trial timer. Generate, download, look at it in game, then decide.

NewAI Animations

Build an animation from scratch, pose by pose

Some motions are easier to pose than to film. A salute, a specific idle, a hand signal your server uses.

Set poses on the timeline, the motion between them fills itself in, and you preview it on a character before exporting. 400 credits.

NewAnnouncementResource Merger

Resource Merger: many packs in, one resource out

New free tool: the Resource Merger combines several FiveM asset resource ZIPs into one clean, streamed resource.

  • File name collisions are caught before they break in game
  • The fxmanifest is generated with every DLC_ITYP_REQUEST line included
  • You get a single drop-in resource plus a bundle report
  • Free, no login required
Pricing

Yearly plans are here

You can now subscribe yearly instead of monthly and save compared to twelve monthly payments. Your credits still arrive month by month, so nothing changes in how you use them. Available for every tier on the pricing page.

NewAI Animations

Edit your animation before you export it

Most clips are 90 percent right and 10 percent annoying. Now you fix the 10 percent instead of regenerating.

  • Trim the start and end, split a clip, change its speed
  • Smooth out jitter
  • Grab a hand or a foot and correct a single pose, with the frames around it following along
  • Compare against the source video while you work

Export costs 250 credits.

NewEUP Maker

Describe a design, get it on the garment

Not everyone wants to paint a shirt by hand.

Type what you want ("navy blue paramedic shirt with reflective stripes and a chest badge") and you get a finished texture on the garment, which you can then keep editing like anything else in the studio.

100 credits per design.

NewAnnouncementEUP Maker

Design FiveM uniforms in your browser

Police, EMS, mechanics, whatever your server needs people to wear.

Pick from 219 garments, paint them in the editor, add badges and patches, and watch it on a 3D model as you work. Mixed gender packs, several texture variants of the same garment, and an install guide with the pack.

Designing is free and needs no account. You only pay when you build the pack.

Start here: EUP Maker

ImprovedAI Animations

Hands, legs and hips look right

Three things people kept reporting, fixed in one pass.

  • Hands. Finger tracking is much more accurate. Hands finally look like hands.
  • Legs. Waist-up footage used to produce frozen legs. It now gets proper lower-body motion.
  • Hips. Weight shift and hip movement carry into the clip instead of flattening out.

Older animations can be rebuilt to pick this up.

June 2026

ImprovedPricingProp Animation Studio

Medium and high quality props got a big jump

Medium and high tier props now come out cleaner, with better shapes on hard surfaces and textures that hold up close to the camera.

That quality costs more to produce, so the prices changed: medium is 1500 credits, high is 3000. Low tier is untouched and stays the cheap way to fill a scene.

ImprovedAI Animations

Pick the character that shows your animation

Every animation used to preview on the same character. Now you choose.

  • Separate male and female defaults
  • A picker with more characters to switch between mid-preview
  • An outfit customizer so the preview looks like your server, not like story mode
  • The camera moves to whatever part you are changing
Improved

Report a problem from any page

Bug reports used to mean writing a post and hoping you included the right details.

Now there is a small button on every page. Click it, describe the problem in a sentence, and the screenshot plus the context goes to us with it. You get told when it is fixed.

NewAnnouncementProp Reskin

Reskin any GTA prop in the browser

You do not always need a new model. Often you need the same crate with your logo on it.

Upload a prop, and every texture inside it opens in a real editor: paint, add text, drop in an image, replace a texture outright. The model updates next to the editor as you work, and you download it as a fresh resource under your own name.

Your edits stay editable. Come back a week later and the layers are still there.

Announcement

Creator Program is open

If you post FiveM content, this is for you.

  • 25 percent recurring as a Creator, 30 percent at 10 active referrals, 35 percent at 25
  • Recurring means every month they stay, not just the first payment
  • Clicks are remembered for 60 days, and your code also works at checkout

Apply on the Creator Program page.

Improved

One layout for scripts, models and animations

Three tools grew up separately and it showed. Buttons moved depending on where you were, the sidebar changed shape, and half of it fell apart on a phone.

Now every area is built from one layout. Same navigation, same position for the main action, same keyboard shortcut to start something new, and it holds together at phone width.

May 2026

NewCommunity Assets

Community animations

The community page now carries animations next to models. Share yours, watch someone else's before you spend credits generating something similar, and download what you like.

NewAnnouncementAI Animations

Turn a video into a FiveM animation

This is the biggest thing we have shipped since the generator itself.

Upload a video of a person moving. You get back an animation packed as a FiveM resource, with the command to play it in game. A dance, a gesture, a reload motion, whatever is in the clip.

Custom animations used to mean motion capture gear or hours in animation software. Now it means a phone video.

Early days, and it shows on messy footage. One person, visible from head to toe, decent light, and the results get good fast.

ImprovedAI Script Generator

A real editor inside your project

Small corrections used to leave the site: download, edit locally, upload again. Now files open in a real editor right in the project, changes save in place, and the generator sees them on the next iteration.

April 2026

Pricing

Day Pass: premium for 24 hours

Some people need the premium path for one evening of work, not for a month.

The Day Pass gives you the paid tier for 24 hours. If you subscribe afterwards, what you paid comes back as a discount. See pricing.

NewAI Script Generator

Watch the generator work file by file

The old flow was a long silence followed by a wall of files. This one thinks out loud.

  • It decides which files to touch and says so
  • Each file streams in as it is written
  • Every edit to an existing file comes with a diff you can read before accepting

On big projects it also means it stops rewriting things it did not need to touch.

March 2026

NewAnnouncementGLB to FiveM Converter

Free GLB to FiveM converter

Everyone hits the same wall: you have a model, and getting it into FiveM is a whole afternoon of tooling.

The converter takes a GLB and hands back a finished resource. Collision generated, textures converted, manifest written, ZIP ready.

Free, and you do not need an account for it.

February 2026

ImprovedAI Script Generator

Show it a screenshot

You can now drop images into the chat while iterating. Useful for UI work, for pointing at what is broken, and for saying "like this" instead of describing it.

NewProp Animation Studio

Paint on your model in the browser

Getting a logo onto a prop meant a round trip through other software. Now you click the model where the paint should go and it lands there.

Brush, colors and the texture map side by side, with the result on the mesh as you work.

NewAnnouncementProp Animation Studio

Generate 3D props for FiveM

SwisserAI is not only about Lua anymore.

Describe the prop, or upload an image of it, and you get a finished model: mesh, textures, collision and a resource folder that installs like any other add-on. Preview it in the browser before you download.

This is the first version. Small solid objects come out best, complex machinery least.

January 2026

Pricing

Ways to get credits without paying

Credits now come from more than checkout.

  • A daily reward you can claim from the site
  • Promo codes
  • Giveaways and random drops in the Discord server
  • Bonuses for linking your account and for boosting

One balance, spendable on scripts, models and everything that came after.