Using the Pose Pack
The keys
| Key | Does |
|---|---|
| F7 | Open or close the pose menu |
| X | Stop the pose you are holding |
Both are configurable. They are Windows virtual-key codes, not control hashes:
-- config.lua
Config.MenuKeyVK = 0x76 -- F7
Config.MenuKeyLabel = 'F7'
Config.StopKeyVK = 0x58 -- X
Config.StopKeyLabel = 'X'Why virtual-key codes rather than a keybind
RedM has no RegisterKeyMapping. The pack uses RegisterRawKeymap, a RedM-only native, which takes a raw virtual-key code — so there is no entry in the game's own key settings and players cannot rebind it themselves. Change it in config.lua for the whole server.
Config.MenuControl and Config.StopControl exist as a control-hash fallback for builds where the raw keymap does not register.
Set a key's VK to 0 to remove it and leave the command as the only way in. The label shown in the menu follows automatically — a key with no code bound shows no label.
The hotkeys stand down while a NUI has focus or the pause menu is open
That is deliberate, and it is why F7 does nothing while you are typing in another resource's interface.
Config.MenuKeyLabel is not cosmetic — it is the menu's own close key
Because the hotkey stands down while the open menu holds NUI focus, the game-side key cannot close it. The menu page closes itself instead on a key whose name matches Config.MenuKeyLabel — that string is handed to the menu and is the only thing the page compares a keypress against.
Change MenuKeyVK and MenuKeyLabel together, and keep the label to the bare key name ('F5', not 'F5 (photo)'). If the two disagree you get a split hotkey: your real key opens the menu but will not close it, and the key named by the stale label closes a menu it never opened. Esc and the close button always work; Backspace works too, unless the search box has focus.
The menu
F7, or /rm_female_poses with no arguments.
| Pick a pose | All 29, grouped by category |
| Mode | Once, loop or hold |
| Walk | Upper body only, so you keep moving |
| Speed | 0.25× to 2×, scrubbed live |
| Favourites | Star a pose; kept per player on their own machine |
| Search | Type to filter; matches label, id, clip name and category. Focused automatically when the menu opens |
Chips above the list filter by category, or by ★ Favorites once you have starred something. Inside the menu: ↑ / ↓ move the selection (PageUp / PageDown jump eight, Home / End go to the ends once focus has left the search box), Enter or a double-click plays the selected pose, Del stops, Tab cycles Once → Loop → Hold and Shift+Tab cycles back, and Esc, F7 or Backspace closes. Typing any character jumps back to the search box.
The menu's own hint strip only advertises ↑↓, Enter, Del and Esc — the rest of the keys are not shown anywhere in game.
Pick the pose first
Changing the selection — clicking an entry, the arrow keys, Page Up/Down, Home/End, a category chip, or typing in the search box — resets Mode and the Walk toggle to that pose's own values from clips.lua, which for every shipped pose means loop with Walk off. Set the mode and the Walk toggle after the pose is highlighted, then press Play.
Speed is not affected — it is remembered between sessions. Double-clicking an entry selects and plays in one step, so it always uses the pose's own mode and Walk setting. To play a pose as hold, highlight it, set the mode, then press Play (or Enter).
Two themes ship — redm and fivem — plus an accent colour and a left or right side. All in Configuration.
Turn the menu off entirely and leave only the command:
Config.UseMenu = falseWith that set, /rm_female_poses with no arguments prints the full pose list to the F8 client console (and the RedM log) and puts a single line in chat telling the player to look there — it does not list the poses in chat itself.
The command
/rm_female_poses| Form | Does |
|---|---|
/rm_female_poses | Opens the menu, or lists the poses if the menu is off |
/rm_female_poses list | Prints every pose to the F8 client console (chat gets a one-line notice) |
/rm_female_poses stop | Stops the current pose |
/rm_female_poses <id> | Plays that pose |
/rm_female_poses <number> | Plays the pose at that position in the list |
Arguments after the pose name can be given in any order:
| Argument | Does |
|---|---|
once / loop / hold | Playback mode |
walk or upper | Upper body only — keep moving |
full | Force full body, overriding the clip's own setting |
| any number | Playback speed, e.g. 1.5 |
/rm_female_poses pose5
/rm_female_poses pose5 hold
/rm_female_poses pose8 walk
/rm_female_poses pose36 loop 0.5
/rm_female_poses 12The command name is a setting:
Config.Command = 'rm_female_poses'Two further commands are registered automatically from the resource name — rm_30-custom-female-pose_menu toggles the menu and rm_30-custom-female-pose_stop stops the pose. They exist so you can bind them from your own keybinding resource.
The three modes
| Mode | What it does |
|---|---|
| loop | Repeats until stopped. This is what every shipped pose uses |
| hold | Plays once and freezes on the final frame |
| once | Plays once and releases the character |
Every one of the 29 poses ships as loop, because they are poses rather than actions — several are under two seconds long and would be over before you saw them in once.
hold is the one worth knowing about for screenshots: it reaches the end of the clip and stays there, which is often a cleaner frame than the looping cycle. In the menu, highlight the pose before you set the mode — selecting a pose resets it to that pose's own default.
Walk, and why a pose refuses on a horse or in a wagon
Walk plays the pose on the upper body only and lets the character keep moving. It sets two flags together — upper body and secondary — so the pose layers over the normal locomotion rather than replacing it.
A full-body pose is refused while mounted — and while sitting in any vehicle: a wagon, stagecoach, cart, boat or train counts the same as a horse (IsPedOnMount or IsPedInAnyVehicle):
Get down first (or enable "Walk" for upper-body only).That is Config.BlockOnMount, on by default — despite the name it covers mounts and vehicles alike. Upper-body poses are allowed in both, because they do not fight the riding animation.
Everything that refuses a pose
| State | Message |
|---|---|
| Dead or dying | You cannot do that right now. |
| Ragdolled, falling or climbing | You cannot do that right now. |
| Hogtied or cuffed | You cannot do that right now. |
| Swimming | You cannot do that while swimming. |
| Mounted, full-body pose | Get down first (or enable "Walk"…) |
| In any vehicle (wagon, boat, train), full-body pose | Get down first (or enable "Walk"…) |
These are guards, not faults. A pose that refuses has not failed to load.
Weapons
Config.HolsterWeapon = trueA drawn weapon is holstered before a full-body pose, because a pose built for empty hands looks wrong holding a rifle. Upper-body poses skip this — you are still moving, and disarming you mid-walk would be surprising.
Speed
Scrub it in the menu, or pass a number to the command. Bounds are settings:
Config.DefaultSpeed = 1.0
Config.MinSpeed = 0.25
Config.MaxSpeed = 2.0Slowing a pose down is the usual trick for a screenshot — it gives you more frames near the part of the cycle you want.
Stopping
Press X, use the menu, or /rm_female_poses stop.
Stopping blends out over Config.StopBlend (2.0 by default) rather than snapping, so the character settles rather than popping back to idle.
The pack cleans up after itself on restart
Stopping the resource clears the pose off your character before releasing the dictionaries. An animation playing from a dictionary that has been unloaded underneath it is the usual cause of a frozen or T-posing character, and this avoids it.