Sourcemotion - Procedural Biomechanical Ragdoll System 0.7-Bank Update
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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
-0.7 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
-0.7 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
Først uploadet: 27. juni 2026
Sidst opdateret: 9 dage siden
Last Downloaded: et minut siden
20 Kommentarer
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
-0.7 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
-0.7 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
Først uploadet: 27. juni 2026
Sidst opdateret: 9 dage siden
Last Downloaded: et minut siden

very interesting, im gonna see how this pairs with my GSW2 overhaul. should be fun
Best Euphoria mod hands down, now my game is Max Payne 3.
Even with the limited code and restrictions we can mess in V in terms of ragdoll to achieve an realistic behaviour, i can definitely see this one as one of a kind, gonna definitely try! Great job! Didn't knew that research regarding this dated back to 2001!
@Crazyboy4881 thanks man appreciate it.
@William Halverd There are a lot of Natural Motion research papers that are really helpful for understanding the parameters and values. Overall, I appreciate you checking out and using my mod.
@AusfTheGreatGuy youre welcome
So what does the DLL do? How does it enhance the euphoria physics?
@spike10164 its not needed by any means other than adding QOL features like helmets and hats falling after a high energy shot or impact instead of helmets and hats falling after death and also disarmament etc
I see now, that's cool! Great job!
@spike10164 appreciate it, its not entirely useless or for qof only, it also add dynamic muscle stiffness depending on health and environment etc etc
does this work with enhanced or legacy
@Alkat22 It works with both
@AusfTheGreatGuy okay thanks
@AusfTheGreatGuy Is it ok if incorporate some features to Realistic Euphoria Reactions with full credit, any changes I make will be full reference no copying and I can just link the script if you like.
Great mod btw this will be for my basic preset
@Poorsoul44 Sure, that's completely fine. Feel free to incorporate any ideas or features from Sourcemotion as long as credit is given. I'd appreciate a link back to the Sourcemotion page as well. If it helps, I can also share the research documents and the readable XMLs so you can reference the implementation instead of having to reverse engineer anything. Thanks for asking first, I really appreciate it.
@AusfTheGreatGuy Bro thatd be very helpful, you can add me on discord as 3mpyre or join my server on my profile. Everything will be linked back to this mod page as to not divert attention/downloads. Thanks for your cooperation man fr
@Poorsoul44 No problem! Feel free to reference the ideas and implementation. I'd just appreciate it if Sourcemotion stays credited as the original project.
My Discord is 4c0v. Looking forward to talking with you.
Hey cool mod, but is their a way i could get a manual install file instead a oiv file because i do not know what files get replaced
@Jaxraids it replaces physicstasks and wilma, fred_large, fred, behaviours, and adds taskparams you can manually install by clicking view oiv while its still in a zip i think this works on 7z too but i use winrar anyway once you click view click content then everything is labeled in the install direct