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The Scene Creator ​

An in-game editor for the locations players see behind the character selection screen. You fly a camera, drop a mark for each character slot, pose the marks from a browser of 305 emotes, dress the set with props, wagons and NPCs, and either save the scene to the database or export it as Lua.

VORP Admin only No restart to go live

Every option the panel offers is listed in full on Scene Creator reference. This page is the walkthrough.

Opening and closing ​

text
/scenecreator

The command name comes from ConfigCreator.Command. Only the VORP groups in ConfigCreator.AdminGroups can use it — { "admin" } by default — and the check is not only on the command. Every server handler behind the editor re-checks the group before it does anything: the scene list, Save, Delete and the LIVE toggle all deny and log a non-admin separately. Taking the command away does not open a door.

It will not open while the selection screen is up

The selector owns the camera and the NUI focus, so the command refuses and prints close the character selector first to the client console. Pick a character and spawn in, then run it.

Two ways out that work even when the panel has stopped responding:

Way outWhen to use it
F9The panel is unresponsive or the mouse is lost. Read as a raw key, so it works under NUI focus when chat cannot be opened
scenecreatorcloseF9 did not work either. Type it in the F8 console; it closes the editor and releases the focus

F9 comes from ConfigCreator.EscapeKey. On a build without IsRawKeyPressed, the resource says so in the console on start and the console command is the only escape hatch.

The panel at a glance ​

It opens on the right. ConfigCreator.PanelSide sets the side it first appears on, and the « button in the header moves it to the other edge — useful when the panel is sitting on top of the thing you are trying to frame. Your choice is remembered.

PartWhat it is
FreecamFly the camera. Enters Fly mode
Walk characterHand the keyboard back to your own character and the normal game camera
Preview sceneWatch the scene exactly as players will see it, panel hidden
New sceneA blank scene built where you stand, from ConfigCreator.Defaults
Lock character while flyingFreezes your character so the movement keys only fly the camera. On by default
Go to sceneTeleport to the loaded scene
Scenes listEvery scene in the database. The chip beside a name reads LIVE or OFF and clicking it switches the scene
TabsScene, Placements, Props, Wagons, NPCs, Camera, Weather, Export
FooterLive for players, the scene name, Delete and Save

The five modes ​

Which mode you are in decides what the mouse does, and that is the thing most worth understanding before you start — the editor takes and releases the mouse deliberately rather than keeping it all the time.

ModeThe mouse belongs toEnter withLeave with
PanelThe panelOpening the editor, or Backspace from any modeA mode button
FlyThe freecamFreecam, or Tab from WalkBackspace to Panel, Tab to Walk
WalkThe ordinary game cameraWalk character, or Tab from FlyBackspace to Panel, Tab to Fly
PlaceThe freecam, which aims the objectPlace on a mark, or Place in world on a Props, Wagons or NPCs entryEnter commits, Backspace cancels
AdjustNothing, until G hands it to the drag handleAdjust with handle on a markEnter keeps, Backspace puts the mark back

In Fly, Place and Adjust the game's own controls are turned off and the editor reads the keys itself, which is why Space does not make you jump and Tab does not open the weapon wheel. In Walk the game keeps its controls and only Tab and Backspace are taken.

Keys ​

KeyDoes
W A S DFly the camera, or move your character in Walk
Space / CtrlCamera up / down
Shift / Alt (hold)Faster / slower
Arrow left / rightTurn whatever you are placing or adjusting
TabSwap Fly and Walk. While placing a mark, swap coarse aiming for fine steps
EnterConfirm
BackspaceCancel, back to the panel
GAdjust mode only: turn the drag handle on or off
R (hold)Adjust mode only: W A S D move the character instead of the camera
[ ]Adjust mode only: scrub the held frame of a clip
FAdjust mode only: freeze the clip on the current frame

The freecam flies at 8.0 m/s, ×4.0 with Shift and ×0.25 with Alt, and keeps at least 0.35 m above the ground. All four numbers are in ConfigCreator.Freecam.

Why Lock character while flying is on by default ​

With the lock on, your character is frozen in place and its tasks are cleared, and the movement controls are kept off it entirely — the keys fly the camera and nothing else. Turn the lock off and the same W A S D are handed back to the ped as well, so your character walks along underneath the camera as you fly.

Leave it on while you are framing shots. The reason to turn it off is the opposite case: you want your own character to walk to a particular spot so you can take its position with a Here button.

Your first scene ​

  1. Run /scenecreator, then New scene. The scene is created where you stand, at noon in sunny weather, with a 7-second establishing shot.

  2. Freecam, and fly to the wide view you want players to see first.

  3. Backspace to the panel. On the Scene tab, under Establishing camera, press Camera. That pins the opening shot to where the freecam is, with its pitch, yaw and FOV.

  4. Placements tab, then + to add a character mark.

  5. Place, aim at the ground with the freecam, and Enter. The mark is dropped onto the ground as it commits.

  6. Show character puts a copy of you on the mark. Pick a pose from the browser below.

  7. Fly to the view you want for that character and press Camera under the mark's own camera.

  8. Repeat steps 4 to 7 for each character slot.

  9. Preview scene to watch the whole thing as a player will.

  10. Type a name in the footer and Save. Tick Live for players, or click the OFF chip beside the name, to add it to the rotation.

Here and Camera are not the same button

Every coordinate field in the panel has both. Here takes your character's position and heading. Camera takes the freecam's position and the direction it is looking. Character positions normally want Here or Place; cameras want Camera.

The Placements tab ​

One mark per character slot, up to the 8 in ConfigCreator.Limits.slots. The chips along the top switch between marks and + adds one; the whole per-mark editor sits underneath the selected chip.

The panel compares your mark count against the server's own character cap and warns when you are short. A scene with fewer marks than that still stages — the missing characters get spaced out in a line automatically — but they will not be where you wanted them.

Each mark carries its own camera position, pitch, yaw and roll, an optional look-at point, the character position, an FOV and a transition time, a pose list, and the smaller settings for animations, attached props, holding and weapons. The exhaustive list of fields and what each one accepts is on Scene Creator reference.

Two buttons move a mark. Place puts it 3 m in front of the camera and you aim it by flying, which is quick and coarse. Walk steps it 0.05 m at a time with W A S D relative to the camera's facing, ×5 with Shift held, which is how you get it onto an exact spot. Tab swaps between the two without leaving Place mode, arrows turn the mark 5° per press, and Enter commits and drops it to the ground.

Poses and the pose browser ​

The browser at the bottom of each mark holds 305 poses in 12 categories, with a search box that looks across all of them at once. Clicking one applies it to the mark and plays it on the stand-in immediately, which is the point of it — judging a pose by its name is guesswork.

Three tags tell you what you are picking:

TagMeans
2 marksA paired pose. It fills this mark and the next, creating the next one if it does not exist
needs a seatThe pose expects furniture under it
clipA raw animation, not a scenario, so the engine will not ground it

Scenarios cannot float. Clips carry the height of the set they were authored on and can. The difference, the category breakdown and how to add your own rows are on the emote library.

Below the browser is the Pose list, one pose per line. One is picked at random each time the scene stages, unless the player has a saved pose for that character.

Seats and hovering characters ​

A sitting animation does not look for furniture. It plays wherever the mark is, so a mark standing in the open with a sitting pose on it produces a character sitting in mid-air. The seat has to be put under the mark deliberately.

Two things do that for you:

  • Picking any pose from the Seated category snaps the mark to the nearest seat automatically, and sets POSE WINS on it so the pose is not replaced later by a partner pose or the player's own saved one.
  • Sit on nearest bench or chair does the same by hand, for a pose from another category or a mark you have since moved.

Both search 3.5 m around the mark (ConfigCreator.Seats.searchRadius) for one of 28 recognised seat models. Each model carries its own seatZ — the height of its sitting surface above the object's origin — plus a forward offset and a heading correction:

KindModelsseatZ range
Benches110.42 to 0.45 m
Chairs and armchairs100.40 to 0.46 m
Stools20.55 and 0.62 m
Couches and sofas30.38 m
Crate and barrel20.52 and 0.62 m

Benches, chairs and couches add 180° so the character faces out of them. Stools, crates and barrels add nothing, keeping whatever heading you set — there is no wrong way round to sit on a barrel.

If nothing is in range the editor says so rather than leaving you to notice later: This pose needs something to sit on, and nothing is nearby. Place a bench from the Props tab first, then snap to it.

19 sitting styles, 9 of them male-only

ConfigCreator.Seats.styles holds nineteen scenarios for what a seated character actually does — plain, drinking, smoking, whittling, banjo, cleaning a rifle and so on. Nine are flagged female = false because the game has no female version of them, and those are not offered for a female character.

The adjuster handle ​

Adjust with handle is the tool for lining a pose up against scenery, where typing coordinates is slower than dragging. It puts a handle on the character: three arms for Right, Forward and Up, the squares between them for two directions at once, and a ground square to slide along the ground. There is a Rotate mode with a ring as well as the Move arms.

Press G to turn the handle on, which is also when the mouse is taken. With the handle off the keyboard does the work: hold R and the movement keys nudge the character 0.02 m at a time while W A S D alone keep flying the camera, and the arrows turn it 1.5° per tick. Shift multiplies either by 4, Ctrl divides by 4.

A mark can only be dragged 3 m from where it started

ConfigCreator.Adjuster.maxTravel is 3.0, and the distance is measured from where the drag started rather than from the last frame, so you cannot creep past it. The readout on the overlay shows how much of it you have used — 1.42 m of 3.0 m — and turns amber once you pass 85% of the cap, at 2.55 m. If you need to go further, Backspace to put the mark back, move it with Place or Walk, and adjust again from there.

The rest of the overlay:

ControlDoes
[ ]Scrub the clip 1% per tick, so you can pick the frame the pose holds on
F / Freeze poseHold the clip on that frame instead of letting it loop. The readout reads held at 1.40s of 3.20s where the build reports a clip length, and a percentage where it does not
Drop to groundPut the mark on whatever is underneath it
Locked in placeStop the character sliding off a chair or a ledge
Enter / KeepKeep the change
Backspace / Put backDiscard it and restore the original position

Dragging one half of a paired pose moves the other with it (movePairTogether), and the two clips are pushed back into step every 400 ms (lockPhase, phaseInterval) because RedM has no synchronised scene natives to rely on. The handle position is sent to the panel every 33 ms; raising refreshInterval makes the handle lighter on a slow machine, and setting it to 0 stalls the interface rather than making it smoother.

Why the handle is drawn by the resource

GET_SCREEN_COORD_FROM_WORLD_COORD is unreliable on this build, so SceneAdjuster projects the handle's points from the camera itself. /scenegizmo prints what the native actually returns on your build if the handle ever draws in the wrong place.

Props, wagons and NPCs ​

Three tabs, the same shape each. Pick a suggestion from the dropdown or type any model name, press Place in world, aim with the freecam, turn with the arrows, Space and Ctrl to lift or lower in 0.05 m steps, Enter to place or Backspace to cancel. The object appears 3 m in front of the camera and is dropped onto the ground as it commits.

TabLimit per sceneSuggestions shipped
Props6010
Wagons125
NPCs204

The suggestions are only a starting list in ConfigCreator.Catalogue — anything the server streams can be typed in. Horses are peds in RDR3, so they belong under NPCs rather than Wagons.

Set dressing is database-only

A Config.SpawnPosition entry has no field for props, wagons, NPCs or a camera travel, so none of them can be exported to Lua. The Export tab notes them in a comment rather than dropping them silently, but the scene has to stay saved and LIVE to keep them. Delete the database row after pasting the export and the set dressing goes with it.

The camera travel tab ​

Labelled Camera. Turning on Cinematic camera travel replaces the fixed establishing shot with a camera that flies a path of up to 20 waypoints. Add waypoint at camera adds the point you are looking from; each point has go and remove beside it, and Play travel runs it in the editor.

SECONDS is the length of the whole path, not a speed

12 is the default, and it is twelve seconds for the entire route however long that route is. Each leg takes a share of it proportional to its own length, which is what keeps a long sweep and a short hop both reading at a sensible pace. Adding waypoints to a 12-second travel does not make it longer; it makes every existing leg faster.

The other controls, with their defaults:

ControlDefaultDoes
FOV55Field of view for the whole travel
EASING0.60 is a constant speed, 1 starts and stops gently
CORNER SMOOTHING0.30 to 0.9: how early the camera starts turning into the next leg
AimingLook along the pathOr hold on a fixed point, always look down, or follow an entity handle
PITCH, ROLL, YAW0The starting angle, before the aiming mode takes over
EffectsNoneOne of ten screen effects, including the chapter-title and cutscene-intro treatments
SHAKEoff, amount 1.0Camera shake
BLACK BARSonCinematic bars during the travel
LOOPonRun the path again rather than stopping at the end

A travel needs at least two waypoints before it counts as one.

The weather tab ​

A weather type from the seventeen the selector accepts, a fade time and a snow toggle, plus the hour and its own fade. A new scene starts sunny at 12:00 with 10-second fades.

Weather and time need weathersync

Both are applied through weathersync's exports. If the resource is not started, the editor logs that the scene's weather cannot be previewed and skips it; everything else in the scene still works, and the weather settings are still saved. Players get the same treatment at the selection screen, so a scene built around a thunderstorm will show in plain daylight on a server without it. See Installation.

Saving, LIVE and exporting ​

A scene name is used as the database primary key, so it is lowercased and anything outside a-z, 0-9 and _ becomes an underscore, to a maximum of 64 characters. Night Camp saves as night_camp.

Database (Save + LIVE)config_scenes.lua (Export tab)
Cameras, character marks, poses, weather, time, musicYesYes
Props, wagons, NPCsYesNo
Camera travelYesNo
Reaches playersImmediately, no restartAfter a restart
Survives the database row being deletedNoYes

LIVE means the enabled column on the saved row. Tick Live for players in the footer before saving, or click the OFF chip beside a scene's name in the list.

A LIVE scene reaches players immediately, with no restart and nobody reconnecting, because the server broadcasts it. Every save, delete and toggle pushes the enabled scene list to every connected client on vorp_character:creator:scenes, and each client applies it through SceneRuntime.Apply. The next player to open the character screen gets the new rotation; a player already looking at it gets it the next time the screen stages. Nothing is re-ensured and no file is touched.

Export is for putting a scene in version control or shipping it to another server. Export tab, Copy to clipboard, paste the block inside ConfigScenes.List in config_scenes.lua, restart the resource. That is a separate file from config.lua on purpose, so updating vorp_character never overwrites your scenes.

LIVE and pasted means the scene appears twice

A scene that is enabled in the database and present in config_scenes.lua is two entries in the rotation, and will come up twice as often as the others. Pick one. If you paste an export, turn the database row OFF or delete it.

Two settings decide how saved scenes meet the shipped ones:

SettingDefaultDoes
ConfigCreator.ApplyToSelectortrueAdds enabled database scenes to the selector. false means scenes only take effect once exported
ConfigCreator.ReplaceConfigScenesfalsetrue makes database scenes replace the shipped locations instead of adding to them. Needs ApplyToSelector, and is ignored while no scene is enabled

With both at their defaults, your scenes join the 13 locations the resource ships with. See Locations.

When something is wrong ​

CommandDoes
/scenedebugChecks the loaded scene and lists its problems, including a seated pose with nothing underneath it
/scenedumpPrints the editor's whole state — mode, focus, loaded scene, counts — to the console
/scenekeysFor 10 seconds, prints which read path each key you press arrives on. This is the one for "the editor is ignoring my keyboard"
/scenegizmoPrints what the world-to-screen native returns on your build
scenecreatorcloseCloses the editor and releases the focus, from the F8 console

More symptoms and fixes on Troubleshooting. If none of it helps, the Discord is discord.gg/w4Ew4k3Exn.

Next ​

Documentation for RedMorrow. Scripts are licensed per server — redistribution is not permitted.