RedM Animation Scene Editor Poggy AnimTool

An in-game timeline editor that chains RedM animations, attaches props with keyframed position and rotation, previews it live on your character and exports a scene any resource can play back.

🌐 See it on our store: rosewoodridge.xyz/store/poggy-animtool

A timeline editor for RedM animation scenes. Chain animations back to back, attach props with keyframed position and rotation, preview it live on your own character, then export a scene any of your resources can play back.

🎞️ Library

  • Search or browse more than 40,000 animation dictionaries
  • Click a clip to preview it on your ped; double-click it, press + or drag it onto the timeline to use it
  • Star the clips you use most
  • More than 20,000 prop models to attach

⏱️ Timeline

  • Clips play back to back: drag to reorder, drag the edges to trim
  • Drag past a clip's native length to hold its last frame
  • Every prop gets its own lane, with in and out points
  • Keyframes sit on each lane as diamonds

🎛️ Inspector

  • Attach a prop to any bone, or to another prop, and set its scale
  • Pose it with sliders; with keyframes present, the sliders edit the keyframe under the playhead
  • Auto-key creates a keyframe wherever you pose, and K keys the current pose
  • Full undo history, and every shortcut one key away (?)

💾 Projects

  • Save and open projects, stored per player
  • Import and export project JSON to share with your team
  • Unsaved work is kept and offered back the next time you open the tool

📤 Export and play it anywhere

Export a scene as a Lua table and ship the bundled ScenePlayer runtime with your own resource. Play it once in a single line, or take control: play, pause, seek, stop, speed, loop and a finish callback. Destroying a scene stops the animation and deletes its props.

ScenePlayer.playOnce(PlayerPedId(), scene)

🔐 Staff only

/animtool needs the command.animtool ace, so only the people you allow can open it. Players only ever see the scenes you export.

📋 Requirements

  • poggy_core (free), which also keeps AnimTool updated automatically
  • No framework functions are used, so it runs on any RedM server with poggy_core

🔓 Open where it matters

The ScenePlayer runtime is open so you can ship it inside your own resources. The editor's game-side logic is protected by Cfx escrow.

Questions? Join the Poggy Scripts Discord.

Questions about Poggy AnimTool

Who is it for?

Server developers and staff. /animtool needs the command.animtool ace, so only the people you allow can open it. Players only ever see the scenes you export.

How do I use a scene in my own script?

Export the scene as a Lua table and ship the bundled ScenePlayer runtime with your resource, loaded before your script. ScenePlayer.playOnce(PlayerPedId(), scene) plays it once; ScenePlayer.new gives you play, pause, seek, stop, speed, loop and a finish callback.

What can I attach?

Props from more than 20,000 object models, attached to any bone or to another prop, with scale, keyframed position and rotation, and in and out points on the timeline.

Where are projects saved?

Per player on the client, with import and export as JSON so a team can share projects. Unsaved work is kept and offered back the next time the tool opens.

Which frameworks does Poggy AnimTool work with?

Poggy AnimTool works with VORP Core, RSG Core and QBCore RedM through poggy_core, which detects the framework at runtime and has a proven adapter for each, so there is one build and nothing to configure. It requires poggy_core (free); no framework functions are used.

How is Poggy AnimTool delivered after I pay?

Instantly. Checkout runs through Tebex, and the licence is tied to your Discord account rather than a key to paste. Because this is a RedM store, Tebex asks you to sign in with your Cfx.re account before items can be added to the basket.

Does Poggy AnimTool get updates?

Yes. It runs on Rosewood Ridge, a live RedM server, and updates are included with every licence. Support is in the Rosewood Ridge Discord.

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