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Prop Animation StudioBeta

Animate FiveM props right in your browser.

Doors, gates, lids, fans, machines. Mark the moving parts, set a hinge or pick a preset, preview the motion live, and export a drop-in .ydr + .ycd + .ytyp resource.

No Blender, no Sollumz, no CodeWalker. Generate once, own the files forever.

Flat 100 credits / render·Included in every paid plan

One editor, every prop
Open / Close
Doors, gates, lids, hatches, barriers.
Rotate (loop)
Fans, wheels, windmills, rotating signs.
Oscillate
Pendulums, levers, swings.
Bob / Float
Floating and hovering props.
Extend / Retract
Drawers, pistons, telescopes.
or keyframe it by hand

Three steps. No rigging by hand.

From a static model to a deployed, animated FiveM prop without leaving the browser.

01

Load your prop

Drop a .glb into the studio, or hit Animate on a 3D model you already generated on SwisserAI.

02

Rig and animate

Mark the moving parts, set the hinge, then apply a parametric preset or keyframe it by hand. The live preview plays exactly what ships in-game.

03

Render the resource

Export a drop-in FiveM resource with the .ydr, .ycd and .ytyp, plus fxmanifest.lua and a client trigger. ensure it and you are live.

Presets for the props people actually sell.

Most animated props are a handful of motions. Start from a preset, then fine-tune. Every preset writes real keyframes you can edit.

Open / Close

Doors, gates, lids, hatches, barriers.

Rotate (loop)

Fans, wheels, windmills, rotating signs.

Oscillate

Pendulums, levers, swings.

Bob / Float

Floating and hovering props.

Extend / Retract

Drawers, pistons, telescopes.

Built for developers.

A real editor that outputs real FiveM files you own, not a black box.

You own the files

A standard .ydr + .ycd + .ytyp resource you keep and ship. No runtime dependency, no per-use billing.

Preview is the in-game motion

The browser preview and the worker share one animation spec and the same math, so what you see is what spawns.

Triggerable from any script

The generated client.lua spawns the prop and plays the clip through standard FiveM natives. Wire it to a door, a command, an interaction zone.

Multi-part rigs

Animate several moving parts at once, each on its own hinge, or group parts so they move together as one unit.

How it stacks up.

Three ways to get an animated prop into your server. Only one is a browser editor that hands you files you own, in minutes.

FeatureSwisserAIBlender + Sollumz + CodeWalkerPre-made packs
Runs in the browser, no install
YesNoYes
Animate your own prop
YesYesNo
Parametric presets
Open/close, rotate, oscillate, bob, extend
YesPartialNo
Live preview == in-game
YesPartialNo
Drop-in .ydr + .ycd + .ytyp
YesYesPartial
Edit and re-render later
YesYesNo
Time to first animation
MinutesHoursInstant (fixed set)
Cost model
100 credits / renderFree (your hours)Per-pack purchase

Roadmap.

Prop Studio is in beta. Here is what is live, what we are building, and where it is going.

Live now
  • Browser keyframe editor with live preview
  • Parametric presets (open/close, rotate, oscillate, bob, extend)
  • Multi-part rigs and grouped movers
  • Drop-in .ydr + .ycd + .ytyp resource export
  • Animate any generated 3D model with one click
In development
  • Per-key easing curves
  • UV and material animation (screens, scrolling text)
  • Texture wiring from the source model
  • Prop template library
On the roadmap
  • Physics-driven props (break / swing on impact)
  • In-game trigger snippets for door systems
  • Multi-clip props (open, close, idle)
  • API access for batch rendering

Prop Studio FAQ

Standalone props with rigid moving parts: doors, gates, lids, hatches, barriers, fans, wheels, windmills, levers, pistons, drawers, and multi-part machines. Anything where one or more parts rotate or slide relative to a static body. Character animation is handled separately by the video-to-animation pipeline.
No. The whole flow runs in your browser and the cloud. You load a .glb, rig and preview in the studio, and the render produces the binary .ydr, .ycd and .ytyp for you. No desktop tooling, no manual bone setup, no CodeWalker round-trips.
A preset is a quick start that writes real keyframes. Pick Open/Close, Rotate, Oscillate, Bob or Extend, set a couple of parameters like angle, axis or speed, and the studio fills in the timeline. From there you can fine-tune by hand, because presets and hand-keyframing share the same editor and output.
Yes. The editor is multi-part from the start. Each moving part can sit on its own hinge, or you can multi-select parts and move them together as one unit. Double doors, a machine with several arms, a cabinet of drawers all work.
The exported resource ships a client.lua that spawns the prop and plays the clip with standard FiveM natives. A test command is included out of the box, and you can call the same logic from a door system, a command, a server event, or an interaction zone.
Yes. Open a finished prop animation from your assets and hit Edit. It reloads the original model and your saved animation, so you can tweak the motion and render a new version.
A flat 100 credits per render. Prop animation runs on the Hobby plan and up. Because it is pure browser-and-CPU work with no GPU pass, the price stays low.
Yes. You own the generated resource and can bundle, resell or include it in a paid pack. The only requirement is that you generated it on your account.

Animate your first prop in a few minutes.

Sign up free with 250 starter credits. Prop Studio runs on the Hobby plan and up: 7,500 credits per month for $9.99, and a render is a flat 100 credits.