Weaponsadvanced9 min readupdated 11 Sept 2026

weaponanimations.meta: how a weapon is held and handled

The short answer

weaponanimations.meta groups entries by animation set — Default, FirstPerson, FirstPersonAiming, FirstPersonRNG, FirstPersonScope, Ballistic, MP_F_Freemode, Female, Fat, SuperFat, GangFemale — and in each lists, per weapon name, the clip sets it uses. The easy and reliable approach is to copy the entries of the vanilla weapon your addon resembles and change only the weapon key.

When an addon rifle is held like a pistol, a first-person view shows arms floating in the air, or reloads look like another weapon’s, the cause is almost always weaponanimations.meta. The file does not contain animations — it points each weapon at existing GTA V animation sets for every situation: standing, moving, in cover, in first person, for different ped types.

weaponanimations.meta: how a weapon is held and handled — illustrated with a FiveM-compatible minimap render

#Animation sets

The file’s top level is a list of animation sets, each containing entries keyed by weapon name. A real addon rifle defines an entry for its weapon in each of these sets:

SetUsed for
DefaultStandard third-person handling
FirstPersonFirst-person idle and movement
FirstPersonAimingFirst-person aiming
FirstPersonRNGFirst-person run-and-gun
FirstPersonScopeFirst-person scoped aiming
MP_F_FreemodeThe female online character model
BallisticHeavy armour (Juggernaut-style) movement
Female, GangFemale, Fat, SuperFatOther ped body types

#What one entry contains

weaponanimations.meta (excerpt of one entry)
<Item key="WEAPON_MYRIFLE">
  <CoverMovementClipSetHash>cover@move@base@2h</CoverMovementClipSetHash>
  <CoverWeaponClipSetHash>Cover_Wpn_RifleLo</CoverWeaponClipSetHash>
  <MotionClipSetHash>weapons@rifle@lo@carbine</MotionClipSetHash>
  <MotionFilterHash>BothArms_filter</MotionFilterHash>
  <WeaponClipSetHash>weapons@rifle@lo@carbine</WeaponClipSetHash>
  <AnimFireRateModifier value="1.000000" />
  <AnimBlindFireRateModifier value="1.000000" />
  <UseFromStrafeUpperBodyAimNetwork value="true" />
  <AimingDownTheBarrel value="true" />
  <WeaponSwapData ref="SWAP_DEFAULT" />
</Item>
  • MotionClipSetHash / WeaponClipSetHash — the core holding and handling animations (here the carbine’s).
  • CoverMovementClipSetHash / CoverWeaponClipSetHash — behaviour in cover.
  • AnimFireRateModifier — speeds up or slows the firing animation.
  • WeaponSwapData — how switching to and from the weapon animates.

#The reliable method: copy a vanilla weapon

  1. Pick the vanilla weapon closest in shape and grip (carbine for AR-style rifles, SMG for compact guns, pistol for handguns).
  2. Extract the game’s weaponanimations.meta with OpenIV or CodeWalker and find that weapon’s entries in every set.
  3. Copy each entry into your file and change only the key to your weapon’s name.
  4. Register the file with data_file 'WEAPON_ANIMATIONS_FILE' '**/weaponanimations.meta'.

#Holstering animations

Drawing and holstering use clips defined in pedpersonality.meta rather than here. If the unholster animation looks wrong, check the weapon is listed in the right UNHOLSTER_* groups there. Scripted holster animations for roleplay are covered in holster and draw animations.

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Questions

Why is my addon rifle held like a pistol?
Its weaponanimations.meta entry points at pistol clip sets, or the entry is missing and the game falls back. Copy a vanilla rifle’s entries for your weapon.
Why is first person broken for my addon weapon?
The weapon has no entries in the FirstPerson, FirstPersonAiming, FirstPersonRNG and FirstPersonScope sets. Add them.
Can weaponanimations.meta add new animations?
No. It only chooses among animation clip sets that exist in the game or are streamed separately.
Which data_file loads weaponanimations.meta?
data_file 'WEAPON_ANIMATIONS_FILE' 'path/weaponanimations.meta'.

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  • All 860 ped model namesEvery model GetHashKey resolves, with its hash and how many clothing components and props it carries.