SourceMotion - Procedural Biomechanical Ragdoll System 0.8-BankPreRelease
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SourceMotion is a layered procedural biomechanical reaction system based on the research of Oxford 2001 Torsten Reils documents of Central Pattern Generators aka CPGs on evolving bipedal locomotion using physics based algorithms.
SourceMotion biases human like injury responses & balance recovery and failure states, and multi entity collision resolution instead of using predefined animations
Features list
surface friction logic
dynamic CoM behavior
predictive bracing
procedural recovery
impact archetypes
dynamic damping systems
limb twitch simulation
stumble/trip interaction systems
dynamic IK
Multi Entity Collision Resolution
-0.8 Bank PreRelease Changelog-
.Fixed priority issues.
.DLL code cleanup and performance stability improvements.
Improvements:
. Improved water reactions.
. Improved rolling reactions on stairs and uneven surfaces.
. Improved Active Biometrics to animation blend transitions smoothness and vice versa.
. Increased NM Agents & RageRagdolls pool from 7 > 10 for more active ragdolls during combat.
. Allowed for yaw and pitched ragdolling.
. Improved weapon collision detection. NPCs now avoid stepping on dropped weapons, and weapon collisions now interact better with ragdoll behavior
. NPCs are now more aware of their weapons,anything that is handheld and they will prioritize surviving than handhelds.
. zero reliance on legacy dependencies for better performance.
Fixed:
. Fixed momentum preservation.
. Fixed secondary impact reactions.
. Fixed procedural pose blending for smoother transitions.
. Fixed impulse propagation.
Added:
. Added environmental support seeking.
. Added additional stages to progressive instability.
. Added terrain aware locomotion.
. Added obstacle aware collision reactions.
. NPCs may now enter a stagger or loss of balance state before vehicle impact.
-0.7 Bank Update Changelog-
- Reworked disarmment logic from damage based, to last hit bone detection for more believable reactions
- Deaths now appear more natural by replacing the default writhe animation with active ragdoll simulation
Added:
. Natural reflex responses
. Internal bleeding system
. Chance for wounded NPCs to cough blood after torso injuries
. Dynamic IK for reflexes and deaths instead of prebaked animation
. Added a INI to disable or enable HelmetKnockoff, Disarmament, Writhe
Fixed:
. Helmets and hats now detach correctly after high impact headshots
. Fixed NPCs occasionally teleporting under very specific circumstances
. Fixed NPCs being overly soft or overly stiff when dead/injured
. Improved performance by fixing FPS drops and general lag
. Fixed Multi-Entity Resolution Collision issues and improved collision reactions to look more natural
General QoL:
. Reduced YMT file size from 240 KB to 140 KB 42 percent reduction
. Fixed jittering and flickering when ragdolling on stairs and uneven surfaces
. Switched from SHVDNE 3.9 to SHVDN 3.7 Nightly builds for better support and long term run
Known Issues
Currently no major known issues are found other than the few RAGE Engine limitations found in the stock game
Installation instructions is found in the rar, open the OIV with OpenIV, or drag and drop it into OpenIV
click Install, when OpenIV asks where to install the files click on mods folder or "install this mod into "mods" folder"
wait for the installation to finish it should only take a few seconds
after installation open the scripts folder included in the ZIP and drag SourceMotionCore.dll into your GTA V scripts folder
if you don't have a scripts folder create one in your GTA V directory and name it exactly scripts
SourceMotion biases human like injury responses & balance recovery and failure states, and multi entity collision resolution instead of using predefined animations
Features list
surface friction logic
dynamic CoM behavior
predictive bracing
procedural recovery
impact archetypes
dynamic damping systems
limb twitch simulation
stumble/trip interaction systems
dynamic IK
Multi Entity Collision Resolution
-0.8 Bank PreRelease Changelog-
.Fixed priority issues.
.DLL code cleanup and performance stability improvements.
Improvements:
. Improved water reactions.
. Improved rolling reactions on stairs and uneven surfaces.
. Improved Active Biometrics to animation blend transitions smoothness and vice versa.
. Increased NM Agents & RageRagdolls pool from 7 > 10 for more active ragdolls during combat.
. Allowed for yaw and pitched ragdolling.
. Improved weapon collision detection. NPCs now avoid stepping on dropped weapons, and weapon collisions now interact better with ragdoll behavior
. NPCs are now more aware of their weapons,anything that is handheld and they will prioritize surviving than handhelds.
. zero reliance on legacy dependencies for better performance.
Fixed:
. Fixed momentum preservation.
. Fixed secondary impact reactions.
. Fixed procedural pose blending for smoother transitions.
. Fixed impulse propagation.
Added:
. Added environmental support seeking.
. Added additional stages to progressive instability.
. Added terrain aware locomotion.
. Added obstacle aware collision reactions.
. NPCs may now enter a stagger or loss of balance state before vehicle impact.
-0.7 Bank Update Changelog-
- Reworked disarmment logic from damage based, to last hit bone detection for more believable reactions
- Deaths now appear more natural by replacing the default writhe animation with active ragdoll simulation
Added:
. Natural reflex responses
. Internal bleeding system
. Chance for wounded NPCs to cough blood after torso injuries
. Dynamic IK for reflexes and deaths instead of prebaked animation
. Added a INI to disable or enable HelmetKnockoff, Disarmament, Writhe
Fixed:
. Helmets and hats now detach correctly after high impact headshots
. Fixed NPCs occasionally teleporting under very specific circumstances
. Fixed NPCs being overly soft or overly stiff when dead/injured
. Improved performance by fixing FPS drops and general lag
. Fixed Multi-Entity Resolution Collision issues and improved collision reactions to look more natural
General QoL:
. Reduced YMT file size from 240 KB to 140 KB 42 percent reduction
. Fixed jittering and flickering when ragdolling on stairs and uneven surfaces
. Switched from SHVDNE 3.9 to SHVDN 3.7 Nightly builds for better support and long term run
Known Issues
Currently no major known issues are found other than the few RAGE Engine limitations found in the stock game
Installation instructions is found in the rar, open the OIV with OpenIV, or drag and drop it into OpenIV
click Install, when OpenIV asks where to install the files click on mods folder or "install this mod into "mods" folder"
wait for the installation to finish it should only take a few seconds
after installation open the scripts folder included in the ZIP and drag SourceMotionCore.dll into your GTA V scripts folder
if you don't have a scripts folder create one in your GTA V directory and name it exactly scripts
Carregat per primera vegada: 27 de Juny de 2026
Actualització més recent: fa 4 dies
Últim descarregat: fa 24 minuts
42 Comentaris
More mods by AusfTheGreatGuy:
SourceMotion is a layered procedural biomechanical reaction system based on the research of Oxford 2001 Torsten Reils documents of Central Pattern Generators aka CPGs on evolving bipedal locomotion using physics based algorithms.
SourceMotion biases human like injury responses & balance recovery and failure states, and multi entity collision resolution instead of using predefined animations
Features list
surface friction logic
dynamic CoM behavior
predictive bracing
procedural recovery
impact archetypes
dynamic damping systems
limb twitch simulation
stumble/trip interaction systems
dynamic IK
Multi Entity Collision Resolution
-0.8 Bank PreRelease Changelog-
.Fixed priority issues.
.DLL code cleanup and performance stability improvements.
Improvements:
. Improved water reactions.
. Improved rolling reactions on stairs and uneven surfaces.
. Improved Active Biometrics to animation blend transitions smoothness and vice versa.
. Increased NM Agents & RageRagdolls pool from 7 > 10 for more active ragdolls during combat.
. Allowed for yaw and pitched ragdolling.
. Improved weapon collision detection. NPCs now avoid stepping on dropped weapons, and weapon collisions now interact better with ragdoll behavior
. NPCs are now more aware of their weapons,anything that is handheld and they will prioritize surviving than handhelds.
. zero reliance on legacy dependencies for better performance.
Fixed:
. Fixed momentum preservation.
. Fixed secondary impact reactions.
. Fixed procedural pose blending for smoother transitions.
. Fixed impulse propagation.
Added:
. Added environmental support seeking.
. Added additional stages to progressive instability.
. Added terrain aware locomotion.
. Added obstacle aware collision reactions.
. NPCs may now enter a stagger or loss of balance state before vehicle impact.
-0.7 Bank Update Changelog-
- Reworked disarmment logic from damage based, to last hit bone detection for more believable reactions
- Deaths now appear more natural by replacing the default writhe animation with active ragdoll simulation
Added:
. Natural reflex responses
. Internal bleeding system
. Chance for wounded NPCs to cough blood after torso injuries
. Dynamic IK for reflexes and deaths instead of prebaked animation
. Added a INI to disable or enable HelmetKnockoff, Disarmament, Writhe
Fixed:
. Helmets and hats now detach correctly after high impact headshots
. Fixed NPCs occasionally teleporting under very specific circumstances
. Fixed NPCs being overly soft or overly stiff when dead/injured
. Improved performance by fixing FPS drops and general lag
. Fixed Multi-Entity Resolution Collision issues and improved collision reactions to look more natural
General QoL:
. Reduced YMT file size from 240 KB to 140 KB 42 percent reduction
. Fixed jittering and flickering when ragdolling on stairs and uneven surfaces
. Switched from SHVDNE 3.9 to SHVDN 3.7 Nightly builds for better support and long term run
Known Issues
Currently no major known issues are found other than the few RAGE Engine limitations found in the stock game
Installation instructions is found in the rar, open the OIV with OpenIV, or drag and drop it into OpenIV
click Install, when OpenIV asks where to install the files click on mods folder or "install this mod into "mods" folder"
wait for the installation to finish it should only take a few seconds
after installation open the scripts folder included in the ZIP and drag SourceMotionCore.dll into your GTA V scripts folder
if you don't have a scripts folder create one in your GTA V directory and name it exactly scripts
SourceMotion biases human like injury responses & balance recovery and failure states, and multi entity collision resolution instead of using predefined animations
Features list
surface friction logic
dynamic CoM behavior
predictive bracing
procedural recovery
impact archetypes
dynamic damping systems
limb twitch simulation
stumble/trip interaction systems
dynamic IK
Multi Entity Collision Resolution
-0.8 Bank PreRelease Changelog-
.Fixed priority issues.
.DLL code cleanup and performance stability improvements.
Improvements:
. Improved water reactions.
. Improved rolling reactions on stairs and uneven surfaces.
. Improved Active Biometrics to animation blend transitions smoothness and vice versa.
. Increased NM Agents & RageRagdolls pool from 7 > 10 for more active ragdolls during combat.
. Allowed for yaw and pitched ragdolling.
. Improved weapon collision detection. NPCs now avoid stepping on dropped weapons, and weapon collisions now interact better with ragdoll behavior
. NPCs are now more aware of their weapons,anything that is handheld and they will prioritize surviving than handhelds.
. zero reliance on legacy dependencies for better performance.
Fixed:
. Fixed momentum preservation.
. Fixed secondary impact reactions.
. Fixed procedural pose blending for smoother transitions.
. Fixed impulse propagation.
Added:
. Added environmental support seeking.
. Added additional stages to progressive instability.
. Added terrain aware locomotion.
. Added obstacle aware collision reactions.
. NPCs may now enter a stagger or loss of balance state before vehicle impact.
-0.7 Bank Update Changelog-
- Reworked disarmment logic from damage based, to last hit bone detection for more believable reactions
- Deaths now appear more natural by replacing the default writhe animation with active ragdoll simulation
Added:
. Natural reflex responses
. Internal bleeding system
. Chance for wounded NPCs to cough blood after torso injuries
. Dynamic IK for reflexes and deaths instead of prebaked animation
. Added a INI to disable or enable HelmetKnockoff, Disarmament, Writhe
Fixed:
. Helmets and hats now detach correctly after high impact headshots
. Fixed NPCs occasionally teleporting under very specific circumstances
. Fixed NPCs being overly soft or overly stiff when dead/injured
. Improved performance by fixing FPS drops and general lag
. Fixed Multi-Entity Resolution Collision issues and improved collision reactions to look more natural
General QoL:
. Reduced YMT file size from 240 KB to 140 KB 42 percent reduction
. Fixed jittering and flickering when ragdolling on stairs and uneven surfaces
. Switched from SHVDNE 3.9 to SHVDN 3.7 Nightly builds for better support and long term run
Known Issues
Currently no major known issues are found other than the few RAGE Engine limitations found in the stock game
Installation instructions is found in the rar, open the OIV with OpenIV, or drag and drop it into OpenIV
click Install, when OpenIV asks where to install the files click on mods folder or "install this mod into "mods" folder"
wait for the installation to finish it should only take a few seconds
after installation open the scripts folder included in the ZIP and drag SourceMotionCore.dll into your GTA V scripts folder
if you don't have a scripts folder create one in your GTA V directory and name it exactly scripts
Carregat per primera vegada: 27 de Juny de 2026
Actualització més recent: fa 4 dies
Últim descarregat: fa 24 minuts

@allr359 Thanks, It works on enhanced and legacy, Have fun.
JESUS CHRIST FINALY
@Jaxraids An OIV file/installer is an archive file. Like a rar, zip, or .7z. Extract the OIV file with an app like 7-Zip and you will see all the files that will be installed - in this case replacements. You will also see an xml file. This file will tell you exactly what files will be installed or replaced and will also provide the exact paths (locations) where the OIV files will be installed. You're very right not to trust OIV files. Once unzipped you can install the files manually and you can keep backups of your originals as well. OIVs suck.
Love your work!
And i know it may be unrealistic but if the headshoots maked the npcs stumble around a little instead of just falling then this mod would be more funny... Is there any way i can modify something so the npcs don't just fall down or are you thinking on change that?
Thanks for your mod!
@J0XA appreciate it seriously, you could do this, viewing the ymt not editing cuz it wouldnt open then copying everything and putting it in vs code and refactoring it then playing a bit with the headshot priority and writhe time, which was a feature in older development versions i might post the best one as a research under my github, again appreciate it.
@AusfTheGreatGuy Are you referring to NPC ymt files? I'm assuming you are -- given the context? ymt files are metadata and definitely binary (in vanilla state) but they are indeed editable when exported as xml files. Also, they can then be reimported back as ymt files. This can be done with the rpf explorer (codewalker).
As for headshot priority and writhe time - AFAIK there are no such tags in the xml file meaning no such attributes in the ymt. Could you clarify where one could find headshot priority and writhe time?
I think it would be better to use native functions in combination with c# or c++
SET_PED_SUFFERS_CRITICAL_HITS(Ped ped, BOOL toggle);
You might also get some ideas from a very old script
https://www.gta5-mods.com/scripts/locational-damage-deadly-headshots
@lelac14 I was referring to existing values and behavior, the headshot priority and write time values I'm talking about simply handle how headshots internally {e.g., whether they're prioritized or ignored in certain situations} my advice to J0XA was simply to copy or export the XML and refactor it himself since my XML is minified and hard to read he can edit it however he wants as long as he doesn't reupload it
@AusfTheGreatGuy thanks! I'll try what you told me...
@J0XA Good luck.
Now thats what i'm talking about 👍
@Bass Dragon y'all good modders should do some kind of assembly some day
@Bass Dragon Appreciate it man, means a lot coming from you!
@J0XA Id definitely be down for that xd
Nice mod :)
@REX MODS Thanks man :}
@Bass Dragon brother ik this seems selfish, but could u plz let us know on how soon will u update the coloured weapon icons for gta 5 enhanced?
does this work with gunshot wound
@blkzero Pretty much, you might see some bugs although.
@AusfTheGreatGuy and are they minor bugs or major
@blkzero i would say very little