Turn any video into a FiveM-ready animation.
Upload a short clip. Get a drop-in .ycd resource with fxmanifest.lua and a one-line client trigger.
No Blender, no CodeWalker, no per-emote subscription. Generate once, own it forever.
NewNo video? Build animations from scratch, pose by pose, in the browser.
Basic 750 credits·Premium 1,500 credits·Included in every paid plan
Three steps. No rigging.
From phone clip to deployed FiveM resource without leaving the browser.
Upload your video
Drop in any short clip — phone footage, TikTok download, gameplay capture. Anything with a clearly visible person.
AI captures the motion
Our motion engine extracts the performance, retargets it onto the GTA V skeleton, and bakes a clean, loopable animation.
Drop it in your server
Download a complete FiveM resource — .ycd, fxmanifest.lua, and a one-line client trigger. ensure my-anim and you are live.
Eight clips, eight generated animations.
Every preview below is the unedited output of the pipeline — short clip in, baked animation out. Drop any of them into your server as a .ycd resource.
Footwork combo
Fast, controlled footwork — the kind of move that sells a performance scene.
Hip-hop step
A trending step pattern, captured cleanly with proper limb articulation.
Quick wiggle
A short, loopable emote — ideal for a one-shot reaction or victory pose.
Smooth choreo
Flowing full-body choreography with hip and shoulder isolation intact.
Casual wave
Relaxed gesture work — drop it into an idle greet or end-of-scene moment.
Loose freestyle
Unstructured improvised motion — proof the engine does not need clean choreography.
Two tiers. Same drop-in output.
Pick fidelity by use case. Both produce a complete FiveM resource ready to ensure.
Basic
Fast iteration, gestures, simple loops, idle motion.
- Quicker turnaround
- Great for emotes and short loops
- Same .ycd + resource output
- Same drop-in workflow
Premium
Cinematic motion, complex performances, RP showcases.
- Higher-fidelity capture pass
- Cleaner motion on subtle gestures
- Best for performance scenes
- Same .ycd + resource output
Your first animation is free on every account; after that, animations run on credits (Hobby plan and up covers them monthly). See full pricing →
Built for developers, not players.
Most AI emote tools target the in-game player flow and bill servers per generation, forever. We target you, the developer — once, with a file you keep.
You own the .ycd forever
No third-party server dependency at runtime, no per-emote billing creeping into your monthly costs.
One-time credits, not subscriptions
Pay once per animation, keep the file. Generate it during dev, ship it forever.
Triggerable from any script
The generated client.lua exposes a one-line export. Call it from a menu, a command, a server event, an interaction zone.
Built for FiveM, not adapted for it
Correct GTA V skeleton, proper bone naming, no missing fingers, no foot sliding from a generic humanoid rig.
How it stacks up.
Three paths to a custom FiveM animation — only one of them gives you a drop-in resource you own, in minutes.
| Feature | SwisserAI | Kinetix | Blender + CodeWalker |
|---|---|---|---|
Video → animation | Yes | Yes | No |
Drop-in .ycd resource You own the file, forever | Yes | No | Yes |
Server-side pricing model | One-time credits | $0.20 / emote, ongoing | Free (your hours) |
fxmanifest.lua + client.lua included | Yes | No | No |
Works with rpemotes / dpemotes | Yes | Partial | Yes |
Time to first animation | Minutes | Minutes | Hours to days |
Requires Blender / CodeWalker | No | No | Yes |
Editable / re-exportable | Yes | No | Yes |
Roadmap.
We are shipping this in public. Here is what is live today, what we are actively building, and where the pipeline is going next.
- Single-person body motion capture
- Basic and Premium quality tiers
- Hand and finger fine motion (add-on)
- In-browser animation editor: trim, split into sequences, fix poses
- Animation Builder: create animations from scratch, pose by pose
- .ycd + fxmanifest + client.lua export
- Clips up to 60 seconds on paid plans (20 seconds free)
- Community animation library (browse + remix)
- QBCore / ESX / Qbox / ox_lib compatible triggers
- Batch processing for studios
- API access for programmatic generation
- Audio-synced lip and gesture
- Multi-character scene capture
- Custom skeleton targets (ped variants)
- Player-facing in-game emote-creator flow
Animation FAQ
Kinetix is built for players inside the game — an in-game emote-creator that bills the server roughly $0.20 per generated emote, every month, forever. SwisserAI is built for developers. You generate an animation once with one-time credits, and you keep the .ycd file. It drops into rpemotes-reborn, dpemotes, or any custom menu, and triggers through standard FiveM events. No per-emote billing, no third-party server dependency at runtime.
Common phone and editor exports: mp4, mov, webm. The clearer the subject is in frame, the cleaner the motion comes out. Single-person clips work best — full body in view, minimal camera shake, no heavy zoom changes.
Up to 20 seconds on the free tier, up to 60 seconds on any paid plan. Clips over 20 seconds carry a flat 1,500 credit surcharge on top of the animation itself, because a longer clip means more frames through mocap and retargeting. Short still works best for emotes, dances and idle loops; the long band exists for full RP scenes and cutscene-style takes.
No. The whole pipeline runs in the cloud. You upload from the browser, download a ready-to-use FiveM resource. No desktop tooling, no OpenIV, no manual rigging.
Yes. The output uses the standard GTA V animation dictionary format — bone names match, the skeleton is correct, and the .ycd loads into any animation dictionary list. Drop the dictionary into your emote menu the same way you would with any community pack.
Yes. You own the generated .ycd and the surrounding resource. Bundle it, resell it, include it in a paid pack — your call. The only restriction is that you generated it (so we can credit your account), not that we restrict what you do with the output.
Basic is tuned for fast iteration — quick gestures, simple loops, and idle motion. It returns sooner and costs less. Premium runs a higher-fidelity capture pass for cinematic motion, complex performances, and RP scenes where the quality difference is worth the extra credits.
Failed jobs do not consume the full credit cost. If the engine cannot lock onto a clean performance in your clip — usually because the subject is occluded, cropped, or unclear — you can retry with a different clip without re-paying the full amount.
Not yet — the web flow is the supported path today. API access for animation generation is on the roadmap, alongside batch processing for studios shipping animation packs at scale.
Yes, right in the browser. The built-in animation editor opens any generated animation on a timeline: trim it, split it into several sequences, change the speed, and fix individual poses with simple drag handles (no per-bone rigging knowledge needed). Exporting the edited version packages a fresh drop-in resource. The .ycd also loads back into standard GTA V tooling if you prefer Blender.
Yes. The Animation Builder lets you build animations from scratch: set a few poses on a timeline and the character glides from pose to pose automatically. You pose with large body-part handles, start from a pose library, sink the body for crouches and sits, and loop the result seamlessly. It exports the same drop-in FiveM resource as the video pipeline, which makes it a fast way to ship custom idles, sits and emotes.
Your first animation, in the time it takes to make coffee.
Sign up free and your first animation is on us — no credits needed. After that, the Hobby plan covers animations monthly: 7,500 credits for $9.99, enough for multiple Basic or Premium renders.