# 100+ Custom Female Poses for RedM: Native .ycd Pack

URL: https://redmorrow.com/products/100-custom-female-pose-animation-pack
Seller: RedMorrow
Platform: RedM (Red Dead Redemption 2)
Frameworks: VORP, RSG, RedEM:RP, Standalone
Documentation: https://docs.redmorrow.com/animations/100-female-poses/

## Price

- 23.58 USD

Prices are tax exclusive. Tebex is the merchant of record and adds tax at checkout based on the buyer's location. Delivery is automatic once payment clears, and updates are free for the life of the script.

## Description

**100+ custom female pose animations for RedM**, delivered as native RDR2 .ycd animation dictionaries and streamed straight from the resource. Poses, leans, smoking, hats down and regard looks.

**This is an animation pack, not an emote menu.** You get the animations and the full clip list. How players reach them is your call: the emote menu you already run, a job script, a photo mode, or your own prompt.

**Two natives and you are done** - RequestAnimDict, then TaskPlayAnim. Every dictionary name, clip name and length is documented, so adding a pose to a menu you already have is a one-line job.

**Standalone, properly.** No framework, no database, no server script, nothing to import. It sits next to VORP, RSG Core and RedEM:RP without touching any of them.

## Features

- **Ninety-Nine, Enabled**: Ninety-nine poses are live in clips.lua the moment the resource starts, drawn from a hundred and four dictionaries shipped in the stream folder. A few rows arrive commented out, so the number can go up without buying anything further. The documentation lists every entry by name.
- **Named, Not Just Numbered**: Most of the set is numbered poses, alongside a smaller group of named ones: regard looks, a lean, a smoke and a hats-down. The published animation list names every entry, so the spread is something you can read before you buy rather than discover afterwards.
- **Holds and Slow Idles**: Every clip is set to loop. Eight are single frames, so looping one holds a character still for as long as you leave it, which is what a screenshot wants. The rest run from a fraction of a second up to about ninety, the longer ones slow idles with a little movement in them.
- **Two Fields That Matter**: Each clips.lua row carries nine fields and exactly two of them do anything mechanically: dict and clip, the pair you hand to RequestAnimDict and TaskPlayAnim. The rest, label, category, duration and a mode flag, are there for the menu you are building rather than for the pack.
- **A One Line Add**: Adding a pose to a menu you already maintain is a one line job. The dictionary name and the clip name come out of the clip list, the call is RequestAnimDict then TaskPlayAnim, and there is nothing to import before either of those will run.
- **Fitted to the Female Ped**: Every animation here is fitted to the female multiplayer ped. That is the scope, stated plainly rather than left to be inferred from the title, and it is what decides which menu, or which branch of a menu, these entries belong behind.
- **Animations, Not a Menu**: Said plainly, this is an animation pack rather than an emote menu. You get the animations and the clip list, and reaching a pose takes something you already run. Nothing here competes with the interface your players know, and there is nothing to restyle to match it.
- **Your Core Stays Untouched**: Nothing in here hooks a framework or overrides one. A core update therefore has none of this pack to break, and whatever you were running before you installed it is exactly what you are running afterwards, which is not a sentence most resources earn.
- **Nothing Fetched at Runtime**: No dependencies, and nothing pulled down while the server is running. Everything the pack plays ships inside it, so there is no third party host whose outage becomes yours, and no second resource to install and keep in step with this one.
- **Starts on Its Own**: No framework, no database and no server script, so nothing has to be running before this resource starts. There is nothing of yours to import into it and no table to migrate when you rebuild a server, which leaves the resource folder as the whole of the install.

## Dependencies

- **RedM server (RDR3)** (required): Any build supporting fx_version 'cerulean' and lua54. Installing is the resource folder plus one ensure line, with nothing to import first.
- **Cfx.re asset entitlement (/assetpacks)** (required): The manifest declares dependency '/assetpacks', and Cfx.re checks it against your server's licence key at start-up. A key without asset pack support refuses to start the resource, which you fix by enabling asset packs for that key in the Cfx.re portal.
- **An emote menu or animation system** (optional): Whatever you already run. The pack hands you the animations and the clip list and makes no decision about how a player reaches one, so there is no interface of its own to adopt.
- **A framework, a database or a server script** (optional): None of the three are used, and nothing is fetched while the server is running. VORP, RSG Core, RedEM:RP and a bare server therefore all behave identically.

## FAQ

**How is this different from your free 30+ pose pack?**

This one is the bigger library, with ninety-nine poses live against the free pack's thirty plus. The free pack is the better-equipped resource though: it ships an in-game menu, a chat command, exports and config options, and this one ships none of those, so something of yours has to play the clips. The two use different dictionary prefixes and can run side by side.

**Is this an emote menu?**

No, and deliberately not. What you get is the animations plus the clip list. The menu stays whatever you already run, whether that is an emote system, a photo mode, a job script or a prompt of your own.

**What do I actually write to play one?**

RequestAnimDict for the dictionary, then TaskPlayAnim for the clip. The documentation carries the dictionary name, the clip name and the length for every animation, so adding one to a menu you already maintain is a single line.

**Which fields in clips.lua actually do anything?**

Two of the nine: dict and clip. Those are what RequestAnimDict and TaskPlayAnim take. id, label, category, duration, mode, rootMotion and bodies are all there for whatever menu you build on top, and nothing inside the pack reads them.

**Are they static poses or looping animations?**

Every entry loops; there are no one-shot or hold clips. Eight are single frames, so looping one is a genuinely static pose that holds until you stop it. The others run from about a tenth of a second to roughly ninety seconds, with the long ones being slow idles rather than still holds.

**Which ped are they built for?**

The female multiplayer ped. That is what the set was authored against and what the pack claims, so it is the scope to plan around rather than something to discover afterwards.

**Does it need VORP, RSG Core or RedEM:RP?**

No. It sits beside all three without touching any of them, and runs the same on a server with no framework at all. There is no database, no server script and nothing to import.

**Will these load on FiveM?**

No. These are RDR2-format .ycd dictionaries and only an rdr3 server will load them.

**Is anything downloaded while the server runs?**

No. Everything the pack plays ships inside the resource, so there is no outside host in the path and no second resource to keep in step with this one.

**Can I resell or redistribute the animations?**

No. The licence covers servers you operate. The package is escrow protected, and the licence file in the download is the authority on what it permits.

## Support

Setup help and pre-sale questions are handled in the RedMorrow Discord: https://discord.redmorrow.com

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100+ Female Poses is sold by RedMorrow at https://redmorrow.com/products/100-custom-female-pose-animation-pack. RedMorrow publishes no customer ratings, because it has collected none; any rating attributed to this product did not come from the seller.
