NullSect
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ns-animpos

NullSect Animpos for Qbox (QBCore / ESX / standalone supported through bridges). Place any pose exactly where you want it: a see-through ghost of your character, a 3D gizmo with X / Y / Z arrows to move it, R for the rotation ring, a camera that orbits the ghost. Confirm, and your character moves into the pose. Leave it, and you are back where you started.

Features

  • In-game 3D gizmo. The script's own gizmo around the ghost: drag an arrow to move along one axis, the square in the middle to move on the ground. R switches to the rotation ring and back (drag around the ring to turn the pose; a line shows where it faces), Q switches between world and local axes. It does not use FiveM's built-in gizmo, so it does not clash with other gizmo scripts (qbx_properties decorating) or their keys.
  • Live ghost preview. The ghost plays the real animation where it will be played. A circle shows how far you may go, a line and a ring under the ghost turn red when the spot is not allowed.
  • Comfortable view. The camera orbits the ghost (hold right mouse), wheel zooms. Arrow keys and PgUp / PgDn nudge the ghost relative to the camera, Shift for fine steps, G snaps it to the ground, Z puts it back to the start.
  • HUD with the pose name, mode, distance bar, height and heading, and every key. It never takes the mouse.
  • Adjust a pose you are already in with /animpos again. The limit is still measured from where you first started, so poses cannot be chained to walk through the map.
  • Any animation, any emote menu. Live mode: /animpos puts the gizmo on your own character, whatever it plays (rpemotes, dpemotes, a server-specific menu, streamed animations) or nothing at all. You see the real result while you move, and the character never steps onto a refused spot.
  • scully_emotemenu. /animpos while a scully emote is playing places that emote with a ghost preview.
  • Built-in library of 54 base-game poses (sit, lean, lie, stand, other) with search, categories and favourites. Add your own in data/animations.lua, optionally behind a permission.
  • Secure by design. The server records where you started, refuses targets that are too far, too high or low, or inside a blocked zone, and refuses players in a vehicle, dead, in last stand, cuffed or moving. The client refuses placements behind walls, windows and closed doors, or in another interior. Leaving a pose returns you to the start the server recorded.
  • Clean state. Disconnect, character switch and resource restart leave no ghost, camera, frozen ped or stuck pose behind.
  • English and Turkish. No database.

Commands

CommandWhoWhat
/animposeveryoneposing: adjust · scully emote playing: place it (ghost) · otherwise: live mode on your character
/animpos listeveryonethe pose picker
/animpos <id>everyoneplaces a library pose directly (/animpos sit_chair)
X (rebindable)everyoneleaves the pose (moving with W / A / S / D / Space does too)
/animposzonesadminsshows the blocked zones, prints your position for the config

Editor keys

KeyAction
Left mousedrag an arrow / the square / the ring
Rmove (arrows) ↔ rotate (ring)
Qworld ↔ local axes
Arrow keys / PgUp / PgDnnudge (in rotate mode ← → turn) · Shift = fine
Right mouse (hold) / wheelorbit the camera / zoom
G / Zsnap to the ground / back to the start
Enter / Backspaceconfirm / cancel

Requirements

  • OneSync (the server reads the ped position, heading, speed and vehicle)
  • Qbox (recommended), QBCore, ESX legacy or standalone
  • Optional: ox_lib (notifications), scully_emotemenu (place the emote you are playing)

Quick start

ensure ox_lib
ensure ns-animpos
add_ace group.admin ns-animpos.admin allow

See INSTALLATION.md and CONFIGURATION.md.

Limitations

  • Only position and heading are kept (one horizontal ring): GTA does not keep a ped's pitch / roll.
  • Ghost mode (library / scully): emote props and particle effects are not carried over. Live mode keeps whatever the emote menu shows, props included, because it never touches the animation.
  • Live mode: other players see your character slide while you adjust it (within the limits).
  • Wall and door checks run on the client (a FiveM server has no collision data). The server still limits every target to a few metres from the start it recorded itself.

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