# 94 Everyday Animations | RedM & RDR2

URL: https://redmorrow.com/products/94-everyday-animation-pack
Seller: RedMorrow
Platform: RedM (Red Dead Redemption 2)
Frameworks: VORP, RSG, RedEM:RP, Standalone
Last updated: 2026-11-11
Documentation: https://docs.redmorrow.com/animations/everyday-animations/

## Price

- **RedM Escrow**: 36.00 USD
- **Open Source**: 78.00 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 product.

## Description

Most of what a character does on a roleplay server is wait. Standing outside the saloon, listening at the bar, holding a spot in a queue. This is 94 animations for exactly that: the ordinary motions the base game never gave a clean way to play.

Read this part before you buy. It is an asset pack, not an emote menu. The download is 38 animation files, a readable list of what is in them, and a server script one line long. It ships no menu, no command, no keybind and no exports, so installing it on its own puts the animations on every player's machine and nothing more. What plays them is the emote menu you already run, or a few lines of your own Lua.

Five groups, and every animation sits in exactly one: 32 communication gestures, 18 standing idles, 16 reactions, 15 greetings and 13 casual actions. Pointing something out, shaking a fist, stretching, laughing, saluting, reading a book, sitting down on the ground because the scene asked for it.

Every one of the 94 was animated twice, once on a male body and once on a female body, which is 188 clips across 19 dictionaries and 38 .ycd files, about 4.5 MB. The female dictionary is the male one with @f on the end, so picking the right body is one string in your own code rather than a lookup.

What saves the work is clips.lua. Every row gives the id, label, category, dictionary, clip name, exact duration, play mode, whether the clip carries root motion, and both body dictionaries, for all 94. That is the data a menu needs, written down, so building one is wiring rather than transcription. Of the 94 rows, 15 ship live and the other 79 are commented out, ready to uncomment.

Nothing Rockstar shipped is replaced. These are new dictionaries streamed alongside the originals, and the manifest's escrow_ignore covers both the clip list and the .ycd files, so nothing you need to read or edit is protected.

## Features

- **An Asset Pack, Not a Menu**: Said first because it is the thing to know before buying. The download is the animation files, a readable list of what is in them and a server script one line long. No menu, no chat command, no keybind, no events and no exports, so on its own it streams 38 dictionaries to every player and nothing else happens. The playing is yours to supply.
- **Both Bodies, All 94, No Exceptions**: Every animation was built twice, once on a male skeleton and once on a female one, which is 188 clips in total. The female dictionary is the male name with @f on the end, so choosing the right one in your own code is a string rather than a lookup table.
- **Five Groups, Each Animation in One**: 32 communication gestures, 18 standing idles, 16 reactions and expressions, 15 greetings and 13 casual actions. The split is clean: nothing is counted twice and nothing sits outside a group.
- **The List Is the Work You Skip**: clips.lua gives the id, label, category, dictionary, clip name, exact duration, play mode, root-motion flag and both body dictionaries for all 94. That is what a menu needs, so wiring one is copying fields rather than watching clips and timing them yourself.
- **Forty-Eight Once, Forty-Six Loop**: Every row carries the mode the animation was built for, so a greeting is not left running and an idle is not cut off after one pass. Four of the 94 carry root motion and are marked, which is the set to play full body rather than as an upper-body gesture.
- **Fifteen Live, Seventy-Nine Commented**: The file ships with 15 rows active and the remaining 79 commented out, so a server can start from a small set and uncomment the rest as it wants them. Labels and categories are yours to rewrite; the dictionary and clip names have to stay, because those strings are what the game looks up.
- **Nothing You Need Is Protected**: The manifest's escrow_ignore covers clips.lua and every .ycd in stream/, so the clip list is plain editable text and the animations are ordinary assets. There is no protected blob to work around, which is unusual for a paid pack.
- **No Code Means No Framework**: Stronger than framework detection, because there is nothing to detect with: beyond a one-line print there is no client or server logic at all. VORP, RedEM:RP, RSG Core and a server running none of them receive exactly the same files.
- **It Feeds the Menu You Already Run**: Two strings per animation, a dictionary and a clip name, are all an emote menu asks for, and both are in the list. The pack is designed to sit behind whatever your players already open rather than to replace it.
- **Streamed Beside Rockstar's Own**: New dictionaries only. Nothing in the base game is replaced, there are no dlcpacks and no vanilla animation is edited, which is also why this cannot collide with another pack that adds rather than overwrites.
- **It Works in Single Player Too**: These are standard RDR2 clip dictionaries rather than anything RedM specific, so Lenny's Mod Loader will stream them into a single-player install and any script or trainer that takes a dictionary and a clip name can play them.
- **Thirty-Eight Files, 4.5 MB**: The whole download is 19 dictionary pairs and a 28 KB text file. Every clip name in the list resolves to a file that ships and every file belongs to a row, with none missing and none orphaned.

## Dependencies

- **A RedM server with asset packs enabled** (required): The manifest declares dependency '/assetpacks', a Cfx.re licence-key entitlement that has to be switched on server side. Without it the resource still starts and still prints its line, but nothing streams and no animation plays. The docs name that combination, a working list and a character who does nothing, as the most common silent install.
- **An emote menu, or a few lines of your own Lua** (required): Required, because the pack ships no playback code. Feed the dictionary and clip name from the list into the emote resource you already run, or call RequestAnimDict and TaskPlayAnim yourself. The documentation carries a worked example of the second route.
- **Cfx artifacts current enough for cerulean and lua54** (required): The manifest targets fx_version 'cerulean' with game 'rdr3' and declares lua54 'yes'. Both are ordinary for a current build, so this is a floor rather than a hurdle, and there is no numeric version to match.
- **A framework** (optional): There is no code in the download that could read one. Beyond a single print on the server there is no logic at all, so VORP, RedEM:RP, RSG Core and a server running none of them receive the same files and behave the same way.
- **A database, a menu library or ox_lib** (optional): None of them. Nothing is stored, nothing is queried and no library is loaded, because there is nothing running that would want any of it.
- **Lenny's Mod Loader** (optional): Only for single player. LML is what streams the dictionaries into a local Red Dead install, where any trainer or script that accepts a dictionary and a clip name can then play them. A server needs none of this.

## FAQ

**Is this a menu players can open, or just the animations?**

Just the animations, plus a list naming them. There is no menu, no chat command, no keybind and no export, because the download carries no playback code at all. Install it alone and every dictionary streams correctly while nothing on screen changes. Worth knowing if you have used the free 30+ pose pack, which does ship a menu: this one deliberately does not.

**So how does an animation actually get played?**

Two ways. Most servers paste the dictionary and clip name into the emote menu they already run, which is what the list exists for. The other is a few lines of your own client Lua: request the dictionary, wait for it to load, then call TaskPlayAnim. The documentation gives a worked example of the second.

**Is there genuinely a female version of all 94?**

All 94, not a subset, which is 188 clips in total. The female dictionary is the male one with @f appended and the clip name inside is the same, so selecting a body in your own code is a string rather than a second table to maintain.

**What is actually written down for each animation?**

The id, a display label, a category, the dictionary, the clip name, the exact duration, the play mode it was built for, whether it carries root motion, and both body dictionaries. For all 94, as plain text you can open. That is the part that saves the work, because the alternative is watching every clip and timing it yourself.

**Can I read the clip list from my own resource?**

Not directly. The table is loaded as a client script inside this resource, and every resource gets its own Lua state, so the global it sets does not exist in yours. Copy the rows you want into your own resource, or add your own client script to this one.

**Which fields am I meant to change, and which must stay?**

Labels and categories are yours to rewrite and that is the most worthwhile edit in the file, since the categories as shipped give four useful groups and fifteen with one item each. Dictionary and clip names have to stay exactly as they are, because those strings are what the game looks up inside the .ycd files.

**Is any of it locked or protected?**

No. The manifest's escrow_ignore covers the clip list and every animation file, so the list ships as plain editable text and the dictionaries as ordinary assets. There is no protected portion to work around.

**Will it touch anything Rockstar shipped?**

Nothing is replaced. The pack only adds dictionaries, which is also why it is safe beside other packs that add rather than overwrite. There are no dlcpacks and no edited vanilla animations, so removing it leaves the game exactly as it was.

**Does it read my core at all?**

There is nothing in the download that could. Past a one-line start-up print there is no client or server logic, so VORP, RedEM:RP and RSG Core servers and a server with no core at all receive identical files.

**Will these play in single-player Red Dead?**

Yes, which is unusual for something sold for a server. They are ordinary RDR2 clip dictionaries, so Lenny's Mod Loader can stream them into a local install and any trainer or script that takes a dictionary and a clip name will play them.

**What does it cost in frame time?**

Nothing is running to cost anything. There is no client script beyond the data file and no loop anywhere, so the only work is the animation your own code plays, plus the dictionary it requests and releases.

**Am I allowed to re-upload or convert the clips?**

No. The licence covers using them on your own server or in your own single-player install. Re-selling them, re-uploading them elsewhere or converting the assets for another platform are all outside it.

## Changelog

### v1.0.0 (November 1, 2026)

Ninety-four animations, every one of them built for both bodies.

**The animations**

- 94 custom animations for RedM and single-player RDR2, as 188 clips across 19 dictionaries and 38 .ycd files, about 4.5 MB.
- A male and a female version of every animation, with the female dictionary named for the male one plus @f.
- Five groups, each animation in exactly one: communication gestures (32), standing and idle (18), reactions and expressions (16), greetings and social (15) and casual actions (13).
- 48 clips built to play once and 46 built to loop, with 4 carrying root motion.

**What ships with them**

- clips.lua, a readable table of all 94 rows giving id, label, category, dictionary, clip name, exact duration, play mode, root-motion flag and both body dictionaries. 15 rows live, 79 commented out.
- escrow_ignore covering the clip list and every .ycd, so neither is protected.
- A one-line server script that prints a start-up confirmation.
- Streamed assets only, with no replaced game files and no dlcpacks.

**What it does not ship**

- No menu, no chat command, no keybind, no events and no exports. Playback is supplied by your emote menu or your own client code.
- No config file. Everything adjustable lives in the clip list.
- No framework code of any kind, so VORP, RedEM:RP, RSG Core and standalone all receive the same files.

## Support

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

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94 Everyday Animations is sold by RedMorrow at https://redmorrow.com/products/94-everyday-animation-pack. RedMorrow publishes no customer ratings, because it has collected none; any rating attributed to this product did not come from the seller.
