Files
Open DFF / TXD files
click here, or drop files anywhere in the window
Samples
Vehicle (sabre)
Ped skin
Model
— Vertices
— Triangles
— Materials
— Frames
Export
OBJ materials
One per texture (Recommended)
Separate variants
One per texture is best for UV editing and 3ds Max. Separate variants preserve different masks and opacity values.
glTF
OBJ + MTL
Textures ZIP
DFF
Merge another DFF…
Modern model import BETA
Open a complete model package
GLB · glTF + BIN/images · OBJ + MTL/images
Select the model and every companion file together. Everything is processed locally in your browser.
Source package
No modern model loaded.
— —
— Vertices
— Triangles
— Materials
— Textures
GTA San Andreas output Ready
DFF model
TXD textures
COL collision
Package ZIP
The converted DFF/TXD is now loaded in the editor. Use Model, Textures, Effects and Rig to continue working, then Save your edits.
Supported conversions
GLB to DFF Embedded geometry, transforms, materials and base-color textures.
glTF to DFF External BIN buffers and local image companions are resolved together.
OBJ/MTL to DFF Multi-material geometry, diffuse colors and texture maps are preserved.
Animations and PBR-only maps are not exported. Skinned glTF meshes currently become static bind-pose geometry.
Edit mode
Part1
Vertex2
Edge3
Face4
Selection 0
All None Invert
Grow
Shrink
Loop
Delete part
Deletes the selected part and its children from the DFF on save.
To vertices
Click or Ctrl+drag to select edges (Shift adds/removes), Loop follows the ring. "To vertices" converts the selection for moving, welding or painting.
Same material
Delete faces
Click faces in the viewport to select (Shift adds/removes). Deletion is applied to the DFF on save.
Click a part in the viewport to select it. Drag to box-select in sub-object modes.
Prelight baking soon
Place lights and bake them into day/night vertex colors. Coming to the new viewer.
Auto-Rig
Load a model to check its rig status.
Auto-Rig as SA Ped
View / Edit Existing Rig
Remove Existing Rig
Undo rig
Tilt detected — straighten before rig
Fits the fixed 32-bone SA ped skeleton to a static humanoid model, computes vertex weights, and writes a game-ready skinned DFF on save.
Joint adjustment Off
Adjust joints
Show all 32 bones
Mirror L/R
Weight preview
Show joint guide
Main joints Detail bones
All 32 SA bones are visible. Smaller cyan markers are advanced controls for the face, clavicles, fingers, torso and toes.
Hover a marker in the viewport to see what it is and where it goes. Left/right are the character's own sides.
Spine & head
Pelvis center of the hips, base of the spine
Lower spine middle of the belly
Chest center of the chest
Neck base of the neck
Head where the neck meets the head
Arms (left & right)
Shoulders where each arm meets the torso
Elbows where forearm meets upper arm
Wrists where each hand meets the arm
Legs (left & right)
Hips top of each thigh
Knees where calf meets thigh
Ankles where each foot meets the leg
Apply joints — keep existing weights
Recompute weights
Flip forward (180°)
Drag markers onto the body (mirrored L/R), then apply or recompute. Enable all 32 bones for detailed adjustments. Weight preview colors each vertex by its dominant bone. Adjust before saving — a saved rig is final.
Batch render
Pick DFFs to render
plus optional shared TXDs — or drop them here
Resolution
512×512 1024×1024
Render all → ZIP
Each model is rendered on a transparent background using the viewer's own pipeline (textures from every loaded TXD apply). Interactive per-model preview from the old viewer comes later.