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IDProjectCategoryView StatusLast Update
0004571New Feature Requests[All Projects] Generalpublic2018-03-09 16:37
ReporterPaul_CortezAssigned To 
Status newResolutionopen 
Summary0004571: [Request] Add support for custom animations

Custom animations are "ifp" files which store information about animations, Jax has left some code in CAnimManagerSA to facilitate loading custom animation files.

There are numerous bugs in this code when tested, for example peds move speed is significantly decreased.

Steps To Reproduce

when a custom animation is loaded it can be played with the normal Animation functions.
I have attached an ifp file to help test, below is a contents list.
Block name - parkour
Animation names:

TagsNo tags attached.

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2013-08-22 12:22: PrettySweetie (EUR 90)
2013-09-04 18:13: Exciter (EUR 10)
2013-12-11 18:22: dugasz1 (EUR 10)
Users sponsoring this issue (Total Sponsorship = EUR 110)


related to 0008256 closedWoovie New issues Custom animation 
child of 0003344 acknowledged Multi Theft Auto : San Andreas Requested features tracker 



2009-06-30 19:54

viewer   ~~0009831

If possible, support custom animations for objects too.


2009-06-30 21:15

reporter   ~~0009833

Last edited: 2009-06-30 21:19

This needs looking at properly and with us being close to release could cause bugs in other aspects of the game as it currently messes up walking speed.

This is why I've put it in the 1.0.2 roadmap although It might be possible to fix for 1.0.1 but we can think about that at a later date.


2009-10-04 23:28

administrator   ~~0010650

Target version: 1.2 (See roadmap on wiki page)


2010-07-18 00:10

reporter   ~~0011771

Anyone who wants to fix this feel free to look @ Custom Animations on the SVN


2010-11-06 15:05

administrator   ~~0012115

Added in: r2053 & r2054


2010-11-06 21:08

administrator   ~~0012120

Good job :)


2011-01-10 02:44

reporter   ~~0012516

Last edited: 2011-01-10 02:44

void CClientIFP::Remove ()
// Remove the model
if ( m_pAnimBlock )
g_pGame->GetAnimManager()->RemoveLastAnimFile ( );
g_pGame->GetAnimManager()->RemoveAnimBlockRefWithoutDelete ( m_iAnimBlock );
g_pGame->GetAnimManager()->RemoveAnimBlock ( m_iAnimBlock );

please look at the first function call in that method.

also we don't
1) unload on exit but in comparison that's irrelevant
2) load v1 anim files

this is why it was never merged.


2011-01-10 17:10

administrator   ~~0012519

Ok Cazomino05, I'll look into it.

A nice idea (discussed with Talidan) is:

Instead of replacing originally ped.ifp anim blocks, we could add a resource tag before the anim block.. like: "resourcename-animblock".

So we don't need to place hacks or reloading funcs.

And ofc. support for v1 anim files.


2011-03-24 16:13

manager   ~~0013105

I found that every time I restarted my resource (it loads parkour.ifp and creates GUI so players can do different anims) more and more animations until eventually over half of animations became broken. engineUnloadIFP didn't help either.


2011-09-17 02:35

viewer   ~~0014804

I hope this supports anim replacement too.


2012-06-15 15:31

viewer   ~~0016818

No target version :(


2013-04-28 17:47

viewer   ~~0018410

we want to function EngineLoadIFP

i have more custome Ifp Files and i want replace in server

But If EngineLoadIFP enabled in mta

how i can know ID Ifp Files ?


2013-05-23 14:23

reporter   ~~0018595

while unusual could do with the ability to read them from the "anims.img" archive everything in there is animations used by SA during cutscenes which are fairly big in size


2013-08-12 17:26

viewer   ~~0019127

Please enable EngineLoadIFP function, i not see the reason for not enable.
What reason for Enable?
MTA:DayZ needs custom animations in server(prone, Stand-up and others animations from ARMA 2).
Roleplay Servers needs custom animations(Real Life animations)

Please ENABLE !


2013-08-12 17:29

manager   ~~0019128

It's not enabled because it made random default animations stop working.


2013-08-12 17:34

reporter   ~~0019129

everyone's a critic

You have no clue how it works, why it works and indeed if it works 100% yet you tell me the guy who spent at least a week working on it that it's ready


2013-08-25 19:19

viewer   ~~0019201

Hello. I hope, that MTA team will add feature of custom animations, because, as I think, when you will deal with this thing, MTA will be really not just a GTA SA online, but an engine to create your own online game.


2013-08-25 21:04

viewer   ~~0019202

Yes @PrettySweetie: I see that too.

MTA isn't just a "online modification", it's more than that.


2013-08-29 20:46

viewer   ~~0019226

Last edited: 2013-08-29 20:55

View 2 revisions




2013-08-29 21:12

viewer   ~~0019227

There no point enabling this feature if the feature is not stable enough to use. As arran said above, it breaks the default animations that are in GTASA.


2013-11-20 20:28

viewer   ~~0019688

Please continue this project. Very much appreciate.


2014-02-15 22:07

viewer   ~~0020225

Why was this set to high priority? Can't find this any above-normal priority issue to be honest, even though I like the idea and support it.


2014-03-21 20:22

manager   ~~0020442

Because he thinks that changing the priority to high will somehow make it get done quicker where in reality it will probably just annoy developers and make them even less likely to complete it.


2014-03-22 14:50

viewer   ~~0020447


But this feature needed for a lot of the owners of the servers


2014-03-22 15:13

manager   ~~0020448

So then you should be asking "As someone who doesn't know C++, is there anything at all I can do to help?"


2014-03-24 19:09

viewer   ~~0020464

As someone who doesn't know C++, is there anything at all I can do to help?


2014-03-24 22:03

viewer   ~~0020468

I think abosolutly NOT, and this requires a lot of ASM knowledge. Because here is a bug in first post, developers need to find what causes this from asm code and fix it.


2014-06-06 21:33

viewer   ~~0020974

Developers can remake or fix all bugs...
Choose and do this!


2018-03-09 16:37

viewer   ~~0026455

I am working on this, and I have achieved custom animations in MTA. Although, I haven't announced this publicly yet, because I'm still testing everything and IMO, it looks like everything is working good.

I have compiled a build, CrosRoad95 has helped me with testing parkour.ifp, and he said it works fine. Here's the video:
You can have unlimited IFP blocks and animations. You don't need to replace any existing animation to play custom ones. You can test your own IFP animations, please download MTA ( 92 MB ):

Extract the files to a folder and simply run Multi Theft Auto.exe, no installation required. There's a test resource that I've created "ifptest," you can either use that one or create your own. To play IFP animations, use:
engineLoadIFP ("FileName.ifp", "YourCustomBlockName")
setPedAnimation ( localPlayer, "YourCustomBlockName", "AnimationNameHere")

If you somehow manage to crash the program then please tell me how I can reproduce it. Also, I'd appreciate if you send me your IFP file. Currently, I'm working on engineReplaceAnimation and engineRestoreAnimation for the ability to replace GTA internal animations like sprinting, walking, shooting, etc.

Issue History

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