[PAID] Vinewood Director – Advanced FiveM Cinematic Scene Creator, Ped Director & Camera System
Vinewood Director
Vinewood Director is a complete in-game cinematic production and scene-building tool for FiveM.
It is designed for server owners, content creators, developers and roleplayers who want to produce professional trailers, machinima, promotional videos, roleplay scenes, music videos and Rockstar Editor content without manually spawning and controlling every element through separate commands or configuration files.
The resource provides a dedicated director interface for spawning and customising peds, vehicles and props, assigning behaviours, building multi-step sequences, synchronising actors, positioning entities, controlling the environment and creating animated camera paths.
Everything can be configured and controlled directly in-game.
Preview
Showcase Video:
Vinewood Studios FiveM (@vinewoodstudios) | TikTok
Store:
https://vinewoodstudios.tebex.io/
Main Features
Complete Entity Spawning System
Vinewood Director allows you to populate and organise an entire cinematic scene from one interface.
You can spawn:
- Peds
- Vehicles
- Props
- Individual actors
- Groups of actors
Entities are spawned at your normal camera or freecam crosshair. The resource performs a raycast to place them at the surface you are looking at, with a configurable maximum spawning distance.
The included curated model library contains:
- 194 ped models
- 20 vehicle models
- 59 prop models
- 146 scenarios
- 36 animations
The included lists do not restrict the resource. Any valid custom ped, vehicle or prop model name can be entered manually.
This means the system can also work with addon peds, addon vehicles and custom props installed on your server.
Ped Group Spawning
Several actors can be spawned simultaneously rather than creating every background character individually.
Available group formations include:
- Line
- Circle
- Scattered formation
You can configure:
- Number of actors
- Distance between actors
- Group formation
- Selected ped model
- An optional scenario to assign automatically
This is useful for quickly creating crowds, queues, emergency scenes, public events, police lines, protests, street scenes or groups of background actors.
Local and Network-Synchronised Entities
A built-in Network Sync toggle controls how newly spawned entities are created.
Sync Off
Entities are local to the director using the tool.
This is suitable for:
- Solo cinematic work
- Rockstar Editor recording
- Content creation
- Reducing unnecessary network usage
Sync On
Entities are created as networked entities that other players can see.
This is useful when:
- Real players are participating in the scene
- Several people are recording together
- Actors need to interact with spawned entities
- A production is being directed across multiple clients
The setting only affects entities spawned after the sync mode is changed. Existing entities retain their original synchronisation state.
Advanced Ped Customisation
Every spawned actor can be edited directly through the Customise section.
The resource reads the available components and texture variations from the selected ped model in real time.
Customisable ped components include:
- Face
- Masks and beards
- Hair
- Torso
- Legs
- Bags and parachutes
- Shoes
- Accessories
- Undershirts
- Body armour
- Decals
- Jackets and outer torso components
Ped props can also be configured, including:
- Hats
- Glasses
- Ear accessories
- Watches
- Bracelets
Both drawable and texture values can be adjusted using sliders or entered as exact numbers.
Freemode Hair and Facial Customisation
Freemode male and female models receive additional appearance controls using GTA’s head-overlay system.
Available options include:
- Hair colour
- Facial hair
- Eyebrows
- Ageing
- Makeup
- Blush
- Complexion
- Sun damage
- Lipstick
- Freckles
- Chest and body hair
Supported overlays include controls for:
- Style
- Opacity
- Colour
- Enabled or disabled state
These changes update live on the selected actor.
The facial overlay controls are only displayed for compatible freemode models, as GTA story and ambient peds do not support the same head-overlay system.
Dedicated Ped Preview Camera
Selecting an actor in the Customise, Tasks or Pairing section automatically creates a dedicated preview camera.
The preview system includes:
- Face view
- Torso view
- Full-body view
- Camera rotation
- Camera zoom
- Automatic rotation
- Manual rotation controls
The interface can also be moved between the left and right side of the screen so the selected actor remains visible while being edited.
The preview displays the real ped within the game world rather than creating a temporary duplicate.
Change Ped Model
A spawned actor’s model can be changed without deleting its Director identity.
Where possible, the system preserves:
- Position
- Heading
- Custom entity name
- Spawn slot
- Current task
Appearance data is reset when changing models because different ped models may not support the same clothing components, props or facial overlays.
A confirmation prompt is displayed before performing the change.
Ped Attachment System
Any valid prop can be attached directly to a spawned actor.
This can be used to create actors holding or wearing objects such as:
- Bottles
- Bags
- Tools
- Weapons used as scene props
- Equipment
- Backpacks
- Accessories
- Custom addon objects
Available attachment bones include common positions such as:
- Right hand
- Left hand
- Head
- Pelvis
- Spine
- Additional configurable ped bones
Each attachment supports precise adjustment of:
- X position
- Y position
- Z position
- X rotation
- Y rotation
- Z rotation
Attached objects can be repositioned, updated or removed individually.
Attachments are also cleaned up automatically when the actor is deleted.
Outfit and Character Library
Completed characters can be saved to the database as reusable outfits.
A saved outfit can include:
- Ped model
- Clothing components
- Clothing textures
- Ped props
- Hair colour
- Facial overlays
- Overlay opacity
- Overlay colours
- Attached objects
- Attachment offsets
Saved characters can then be:
- Spawned as a new actor
- Applied to an existing actor
- Overwritten
- Deleted
- Reused in future sessions
This allows recurring characters to be created once and reused across multiple scenes.
Vehicle Customisation and Effects
Spawned vehicles can be prepared for clean promotional shots, background scenes, emergency scenes or crashes.
Available customisation options include:
- Primary colour
- Secondary colour
- Custom GTA colour IDs
- Vehicle livery
- Number plate text
- Number plate style
- Dirt level
- Vehicle extras
- Engine health
- Body health
Valid liveries and extras are read from the selected vehicle.
Vehicle Damage Controls
Vehicles can be damaged manually using health controls or instantly prepared using the built-in damage actions.
Wreck It
The Wreck It action can:
- Damage the body
- Lower engine health
- Lower body health
- Smash windows
- Burst a tyre
- Produce visible engine smoke
Repair
The Repair action restores:
- Engine health
- Body health
- Windows
- Tyres
- Visual deformation
- General vehicle condition
This makes it easy to record before-and-after collision scenes without manually damaging a vehicle each time.
Vehicle Lighting and Sirens
Vehicle effects include:
- Automatic headlights
- Forced headlights off
- Forced headlights on
- Hazard lights
- Emergency siren controls
These controls are useful for emergency scenes, roadside incidents, police scenes and static background vehicles.
Precision Entity Positioning
Every spawned ped, vehicle and prop can be moved without leaving the Director interface.
Available positioning controls include:
- Move forward
- Move backward
- Move left
- Move right
- Move up
- Move down
- Rotate left
- Rotate right
- Adjustable movement step
- Adjustable rotation step
You can also enter exact:
- X coordinate
- Y coordinate
- Z coordinate
- Heading
Additional positioning tools include:
- Snap to crosshair
- Snap to player
- Fill coordinates from map waypoint
- Drop to ground
- Freeze in place
Waypoint ground height is resolved automatically where possible.
Drag To Position Mode
The interactive Drag To Position mode allows an entity to be positioned manually using the normal camera or freecam.
During placement, you can:
- Aim to move the entity
- Push it farther away
- Pull it closer
- Rotate it
- Confirm the new position
- Cancel and return it to its original position
Once placement is completed or cancelled, the Director interface reopens with the same entity selected.
This provides a faster and more visual alternative to entering coordinates manually.
ox_target Entity Controls
Every spawned entity receives contextual ox_target options.
Depending on the entity type, available options can include:
- Edit entity
- Edit ped tasks
- Drag to position
- Return ped to starting position
- Delete entity
This allows frequently used controls to be accessed directly from the world without searching through the entity list.
Ped Tasks and Behaviours
Actors can be assigned a wide range of behaviours through the Tasks section.
Available task categories include:
Ambient Tasks
- Play a scenario
- Play an animation
- Loop an animation
- Clear current tasks
Movement Tasks
- Wander normally
- Walk to coordinates
- Follow another entity
- Guard a position
Combat and Reaction Tasks
- Attack a selected target
- React and flee from a selected target
- Guard a location
Vehicle Tasks
- Drive freely
- Drive to coordinates
- Follow another entity while driving
- Select a driving style
- Configure driving speed
Included driving styles include:
- Normal
- Rushed
- Ignore traffic lights
- Sedate
The task form changes automatically depending on the selected behaviour and only displays the relevant settings.
Ped State Controls
Each actor also has individual state controls.
These include:
- God Mode
- Health adjustment
- Temporary ragdoll
- Clear tasks
- Return to starting position
God Mode protects actors from death and unwanted ragdolling during a take.
Temporary ragdoll can be used to stage falls, impacts and reactions when God Mode is disabled.
Animations With Physical Props
Configured animations and scenarios can automatically create and attach an appropriate object.
For example, a drinking animation can attach a real bottle to the actor’s hand rather than playing an empty-handed animation.
The attachment is removed automatically when:
- The actor receives a different task
- The animation ends where applicable
- The actor is deleted
- The scene is cleared
Additional prop-supported animations can be added through the configuration using the same structure.
Sequence Builder
The Sequence Builder allows several tasks to be combined into a complete actor routine.
A sequence can contain:
- Scenarios
- Animations
- Movement
- Coordinate-based walking
- Following
- Guarding
- Combat
- Fleeing
- Driving
- Individual step durations
- Actor heading
- Looping
Steps can be:
- Added
- Edited
- Removed
- Reordered
- Played immediately
- Armed for synchronised playback
Each spawned actor maintains its own sequence while you move between different actors.
Assigning a normal one-time task stops the actor’s currently running sequence.
Walk Route Recorder
Walking routes can be recorded by physically moving your own character through the intended route.
During recording:
- Walk to the first route position
- Press the confirmation key to place a point
- Continue to each required position
- Finish recording when the route is complete
Vinewood Director automatically converts the recorded points into coordinate movement steps.
The system records:
- Position
- Heading
- Distance between points
- Estimated movement duration
Step duration is estimated using the actual distance between points rather than applying the same duration to every movement.
Every generated step can still be edited afterward.
Synchronised Action System
Actor routines can be prepared using Arm For Action.
Armed actors remain in place until the Director triggers the main ACTION! control.
When ACTION! is pressed, all selected armed sequences begin from the same cue.
This allows multiple actors to perform coordinated actions such as:
- Entering a building together
- Beginning a fight
- Reacting to an event
- Walking through a scene
- Starting vehicle movements
- Performing synchronised background actions
Individual Start Delays
Every armed actor can have an individual start delay.
For example:
- Actor one begins immediately
- Actor two begins after two seconds
- Actor three begins after five seconds
- A vehicle enters after the camera reaches a particular part of the shot
This provides more precise choreography while still using one central action cue.
Start delays are preserved when saving a scene.
Saved Sequence Library
Actor routines can be saved to the database independently from complete scenes.
Saved sequences can be:
- Loaded onto another actor
- Reused in another session
- Overwritten
- Deleted
- Played on compatible peds
This makes it possible to build reusable patrol routes, background routines, emergency responses and other commonly used actor behaviours.
Ped and Vehicle Pairing
Spawned actors can be paired with spawned vehicles.
Actors can be placed into:
- Driver seat
- Front passenger seat
- Rear passenger seats
- Other available vehicle seats
Once an actor is seated as the driver, vehicle-related tasks can be assigned through the Tasks section.
Actors can also be removed from vehicles through the interface.
Cinematic Camera Path Creator
Vinewood Director includes a full camera keyframe system for creating smooth cinematic movements.
Camera points are placed using freecam.
For each point, the system records:
- Position
- Rotation
- Field of view
- Roll
- Tilt
- Pan
After placing the points, every section of the camera path can be edited from the interface.
Camera Movement Timing
Every camera movement section can have its own duration.
This allows a single camera path to contain:
- Slow establishing movements
- Faster transitions
- Long cinematic reveals
- Static holds
- Rapid action movements
The total duration of the complete path is calculated and displayed automatically.
Camera Blend Modes
Camera movements support different interpolation behaviour, including:
- Linear movement
- Smooth movement
This allows the Director to choose between consistent movement speed and eased cinematic movement.
Look At Tracking
Each camera section can track a selected entity.
Supported targets include:
- Peds
- Vehicles
- Props
The camera follows the target live while the entity moves rather than only looking at its original position.
This is useful for:
- Following a walking actor
- Tracking a moving vehicle
- Keeping an action scene framed
- Creating orbiting or reveal shots
Editable Camera FOV
Field of view can be configured separately for every camera point.
FOV is interpolated as the camera moves, allowing effects such as:
- Slow zooms
- Push-ins
- Pull-outs
- Wide establishing shots
- Tight character shots
- Dolly-zoom-style movements
Roll, Tilt and Pan Controls
Each camera point supports exact manual adjustment of:
- Roll
- Tilt
- Pan
Roll can be used to create:
- Dutch angles
- Rotating transitions
- Full barrel rolls
- Multiple continuous rotations
Values are not restricted to a single 360-degree rotation. Values such as 720 or 1080 can be used for multiple rotations.
Pan supports shortest-path movement by default, but this can be disabled for deliberate full rotations or whip-pan effects.
Camera Point Management
Camera points can be:
- Edited
- Reordered
- Duplicated
- Removed
- Played from a selected point
- Played from the beginning
Duplicating a point can be used to create a static hold or provide a starting point for a small camera adjustment.
Playing from a selected point allows part of a longer camera path to be tested without replaying the entire sequence.
Rockstar Editor Recording Integration
Camera playback can automatically start GTA’s built-in recording system.
When enabled, Vinewood Director can:
- Start recording
- Play the camera path
- Stop recording when playback finishes
- Save the result as a normal Rockstar Editor clip
No additional Rockstar Editor recording resource is required for this integration.
The feature can be disabled in the configuration if another resource already manages recording.
Trigger Actors With Camera Playback
Camera playback can also trigger armed actor sequences.
This allows the following to begin from one cue:
- Camera movement
- Rockstar Editor recording
- Selected actor sequences
- Individual actor start delays
Every armed actor is displayed before playback, allowing the Director to select exactly which actors should participate in a particular take.
This works with:
- Normal camera playback
- Play From Here
- Saved camera paths
- Camera recording
Saved Camera Path Library
Camera paths can be saved to the database for future use.
Saved camera paths can be:
- Played
- Recorded
- Loaded back into the editor
- Modified
- Overwritten
- Deleted
This allows commonly used establishing shots, location shots and camera movements to be reused across different recording sessions.
Combine Camera Paths
Several separately saved camera paths can be combined into one continuous shot.
Paths can be:
- Added to a chain
- Reordered
- Removed from the chain
- Combined into the camera editor
Once combined, transition timing between paths can be edited like any other camera movement.
The completed combined path can then be played, recorded or saved as a new reusable camera path.
Complete Scene Management
Entire productions can be saved and restored.
A saved scene can contain:
- Peds
- Vehicles
- Props
- Entity positions
- Entity rotations
- Custom entity names
- Frozen states
- Ped clothing
- Ped props
- Hair and facial overlays
- Attached objects
- Vehicle colours
- Vehicle liveries
- Number plates
- Vehicle damage
- Vehicle extras
- Ped and vehicle pairings
- Current tasks
- Complete sequences
- Armed sequences
- Sequence start delays
- Weather
- Time of day
- Frozen time state
Scenes are stored in the database and linked to the player’s Rockstar licence identifier.
Scene Loading Modes
Scenes can be loaded in different ways.
Replace
Clears the current Director session before loading the selected scene.
Additive
Loads the scene alongside entities already in the current session.
Restart
Unloads and reloads the selected scene, restoring it to its saved condition without affecting unrelated scene entities.
Unload
Removes only the entities loaded from the selected scene.
This allows several saved scenes to be loaded and managed simultaneously.
Entity Management
The Entities section provides a central list of everything spawned during the current Director session.
Available actions include:
- Rename an entity
- Teleport to an entity
- Bring selected peds to the player
- Return a ped to its starting position
- Clear actor tasks
- Delete individual entities
- Delete several entities
- Clear all session entities
- View the actor’s current task
Custom names appear throughout the interface, including task selectors, pairing options and camera target selectors.
Examples include:
- Officer Smith
- Suspect
- Getaway Vehicle
- Camera Car
- Background Actor
- Ambulance One
The internal entity identifier remains visible to help distinguish entities with similar names.
Bulk Ped Actions
Several actors can be selected and managed simultaneously.
Bulk actions include:
- Clear tasks
- Bring selected actors to the player
- Delete selected actors
This is useful when managing larger scenes with multiple background actors.
Weather and Time Controls
The World section provides direct control over the scene environment.
Available weather types include:
- Extra Sunny
- Clear
- Neutral
- Smog
- Foggy
- Overcast
- Clouds
- Clearing
- Rain
- Thunder
- Snow
- Blizzard
- Light Snow
- Christmas
- Halloween
Time controls include:
- Set exact hour
- Set exact minute
- Freeze time
- Resume the normal game clock
Weather and time changes are sent through the server so players involved in the scene see the same conditions.
Compatibility options are included for servers using a separate weather and time synchronisation resource.
Freecam
The built-in freecam can be used for:
- Positioning the Director
- Spawning entities
- Placing camera points
- Dragging entities
- Viewing the scene
- Framing shots
Freecam settings can be configured, including:
- Base movement speed
- Fast movement multiplier
- Slow movement multiplier
- Mouse sensitivity
- Movement smoothing
- Default field of view
Framework Compatibility
Vinewood Director supports:
- Qbox
- QBCore
- ESX
- Standalone
Framework selection can be configured manually or detected automatically.
The framework bridge is only used for:
- Identifying the owner of saved data
- Optional framework-specific permission checks
The resource does not require or modify:
- Player jobs
- Money
- Bank accounts
- Inventory
- Society accounts
- Player-owned vehicles
Saved data uses the player’s licence identifier, allowing it to remain available if the server changes framework.
Permissions and Security
Access is protected using server-side ACE permissions.
By default, users require:
add_ace group.admin vinewood.director allow
An individual licence can be added to the authorised group using:
add_principal identifier.license:YOUR_LICENSE group.admin
Players without the required permission cannot:
- Open the Director interface
- Use Director freecam
- Spawn Director entities
- Access Director server functions
An additional configurable permission function is included for servers that want to add job, group or role restrictions.
Configurable Entity Limits
Default per-session limits are included as a performance safeguard:
- 40 peds
- 20 vehicles
- 60 props
These values can be changed in config.lua.
Database Storage
Vinewood Director creates four database tables:
vinewood_director_scenes
vinewood_director_sequences
vinewood_director_outfits
vinewood_director_camerapaths
These store each user’s saved:
- Complete scenes
- Actor sequences
- Character outfits
- Camera paths
An installation SQL file is included.
Default Controls
F6 – Open Vinewood Director
F7 – Toggle freecam
/director – Open Vinewood Director using a command
The keybinds can be changed through config.lua and FiveM’s keybinding settings.
Configuration
The included configuration allows server owners to change:
- Framework selection
- Menu command
- Default keybinds
- ACE permission name
- Additional permission checks
- Entity limits
- Maximum spawning distance
- Default network-sync mode
- Freecam speed
- Freecam sensitivity
- Freecam smoothing
- Camera path defaults
- Rockstar Editor integration
- Weather-sync compatibility
- Available tasks
- Driving styles
- Ped component labels
- Weather types
- Vehicle colour presets
- Number plate styles
- Attachment bones
- Ped models
- Vehicle models
- Prop models
- Scenarios
- Animations
The larger model and animation catalogues are stored in separate files to keep the main configuration organised.
Requirements
The following resources are required:
ox_libox_targetoxmysql
OneSync is recommended when using network-synchronised entities with multiple players.
Installation
- Place
vinewood-directorinside your server’s resources directory. - Import
sql/install.sqlinto your database. - Ensure the dependencies are started before Vinewood Director.
- Add the resource to
server.cfg. - Configure the ACE permission.
- Restart the server.
Suitable For
Vinewood Director can be used to produce:
- FiveM server trailers
- Cinematic roleplay scenes
- Rockstar Editor recordings
- Machinima
- Music videos
- Promotional content
- MLO showcase videos
- Vehicle showcase videos
- Script showcase videos
- Police and emergency scenes
- Gang and criminal scenes
- Background crowd scenes
- Social-media content
Pricing
Price: £35
Store:
https://vinewoodstudios.tebex.io/
Required Information
Code is accessible
Yes
Subscription-based
No
Lines (approximately)
Approximately 8,100 lines across Lua, JavaScript, HTML, CSS and SQL.
Requirements
- ox_lib
- ox_target
- oxmysql
- MySQL/MariaDB database
- OneSync recommended for synchronised multiplayer scenes
Support
Yes — support is available through the Vinewood Studios Discord ticket system.









