Build, inspect, and optimize GTA V assets in one browser workspace.

Convert models to props, pack cloth collections, paint vehicle liveries, and animate doors and bones, then export game-ready DLC and FiveM resources. No Blender, no OpenIV.

Vehicle

Drag to rotate. Your text paints straight onto the ambulance.

Paint a full livery

Animate vehicles in your browser

Open any vehicle, keyframe its doors, hoods and bones on the real 3D model, then export a game-ready .ycd that plays in GTA V. No Blender, no 3ds Max.

  • Edit on the real model

    Drop a vehicle and keyframe its doors, hoods and bones on a live 3D model, right in the browser.

  • Export game-ready

    One click turns your timeline into a .ycd, packed into a drop-in FiveM resource.

  • Exactly what plays in game

    What you build is what runs in GTA V. No Blender, no 3ds Max, no manual file wrangling.

In your browser
Keyframe doors, hoods and bones on the live 3D model.
In GTA V
The exported clip plays in-game, exactly as you built it.

Footage by boyy for PORT BAEK.

Flagship workflows

Outcome-oriented entry points.

PhotoshopPhotopea

Design GTA textures in your editor

GTA V Plugin Photoshop brings clothing, weapon, prop, and vehicle assets straight into Photopea or Photoshop. Drop a file, see the real model in 3D, generate a paint-ready UV, and paint it in place.

  • Preview the real model in 3D while you work, right inside Photopea or Photoshop.
  • Generate a clean, paint-ready UV in one click with the same projection and bake engine as Customize Cloth.
  • Paint it, then open the result as a new document or layer and finish with your usual tools.
  • Your imported assets are processed locally and never uploaded to our servers. We take your anonymity and privacy seriously.
Asset type

Video showcase

Short, focused clips for the most relevant workflows.

Tool Catalog

Everything stays discoverable with grouped, expandable sections.

Preview Formats

Decode and inspect core GTA V formats in-browser.

10 tools

Build & Convert

Create production-ready assets and helper definitions.

15 tools

Optimize

Improve runtime efficiency and package quality.

5 tools

Audio Tools

Listen to, inspect, and build GTA audio banks.

2 tools

Vehicle Tools

Validate, author, and package vehicle assets.

7 tools

Effects & Weapons

Build particle effects and edit gameplay weapon metadata.

2 tools

Archive Workflows

Open or assemble RPF archives directly from the browser.

2 tools

Toolkit highlights

Drawable to GLB API
~ > v-drawable-to-glb
$export V_DRAWABLE_TO_GLB_API_KEY="a7f3b2...9d14"
$v-drawable-to-glb \
-i vw_prop_vw_casino_cards_01.ydr \
-ytd vw_prop_character_cards.ytd \
-o casino_cards.glb
Converted in 0.9s
casino_cards.glb (0.5 MB)

Convert any drawable to GLB, preview it instantly

Run the official v-drawable-to-glb CLI or call the HTTP API directly with curl. Either way you get a clean GLB you can preview, edit, or ship.

Batch cloth API

Ship a whole cloth collection from one command

Point the CLI at a base .ydd + .ytd and a folder of skins, then add pack=single to ship one dlc.rpf whose drawable offers every colour as an in-game clothing-menu option. No Blender, no OpenIV.

  • One pack, in-game colour picker. pack=single ships one dlc.rpf whose drawable advertises every variant as a clothing-menu colour option (up to 26). The default, pack=separate, emits one dlc.rpf per variant.
  • Swap textures in bulk. Drop a PNG or JPG per colourway and it replaces the garment diffuse outright, so every in-game option is exactly the texture you designed.
  • DLC or FiveM, one flag. format=dlc builds a singleplayer dlc.rpf; format=fivem packs a ready stream/ resource with fxmanifest.lua and the shop meta wired up.
  • Full uniforms and outfits, via the API. Send a components array (top, legs, feet, accessories) and the build merges every slot into one pack, ideal for EUP-style police, EMS and fire uniform sets. The CLI builds single-component packs.
  • Game-correct, headless. Every build keeps the normal/spec maps, writes full mip chains, and pads UV gutters so seams never bleed; -lods optionally fills missing LODs. All on your existing gtax.dev key.
Format
~ > gtav-cloth-pack-cli
$export GTAX_API_KEY="gtax_dglb_...e91"
$gtav-cloth-pack-cli ./my-jacket -pack single -format fivem
6 skins -> 1 FiveM resource
Built in 2.1s
my_jacket_packs.zip (1.9 MB)

Batch Cloth API

Build install-ready cloth packs from the Go CLI or straight from the REST API, both on your global gtax.dev key. Jobs are async (submit, poll, download); uploads are capped at 100 MB and results expire about 10 minutes after completion.

# One global key (the same key as ydr->glb, ydd->glb, anim->gif)export GTAX_API_KEY="gtax_dglb_..." # Point at a folder of skins -> one dlc.rpf with an in-game colour pickergtav-cloth-pack-cli ./my-jacket -pack single # ...or pack a FiveM stream resource insteadgtav-cloth-pack-cli ./my-jacket -pack single -format fivem # Or list the base mesh/texture and your skins explicitlygtav-cloth-pack-cli -ydd jbib.ydd -ytd jbib.ytd skins/*.png -pack single # Long jobs: submit now, fetch laterJOB=$(gtav-cloth-pack-cli ./my-jacket --async)gtav-cloth-pack-cli status   "$JOB"gtav-cloth-pack-cli download "$JOB" -o packs.zip

Options: pack=separate|single, format=dlc|fivem, lods, and a components array (API) for multi-slot outfits.

Trust and price transparency

Know what is free, what costs tokens, and where processing happens.

01

Previews free forever

Read and preview workflows remain free for opening, inspecting, and exploring assets.

02

Clear token boundaries

Only selected generation/export actions use tokens, with pricing shown before spending.

03

Browser-local processing

Core preview flows run locally in your browser so your analysis stays on your device.

04

No install friction

Professional GTA V tooling directly in the browser with no desktop setup required.

05

Performance oriented

Fast interactions tuned for practical modding sessions and iteration loops.

06

Pricing before action

Token-cost actions are surfaced before you commit, so paid steps never feel hidden or surprising.

Latest updates

Recent changes and improvements.

Ped workbench, particle prop exports, and showcase sharing

Tools

The YDD to Ped helper is now a full workbench with a 3D preview and a side-by-side view of your source and converted model.

Converted addon peds are more stable in game after a round of fixes to skeletons, textures, and export internals.

View all changes

Join the community

Ask questions, share work, and stay current on new features.

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