For several years I have been studying animations, cutscenes and the possibilities that they can give us. In parallel, I made several development(soon to be published) and small discoveries. One of them is the ability to use characters with a new skeletal hierarchy in the game ( times, two, three), which can not only allow the use of new types of NPCs, but also diversify locations. However, there were several problems, one of which I could not solve for a long time. This is the bone limit. Cutscene characters have a limit of 64 bones, which allows most of the ideas to be realized (the canyon in in this videoand the monster in thisYes, the same fabricsit did not prevent to implement, but about something largerdidn't have to dream.
However, thanks to the The Heromanaged to find a loophole in the engine and discover a way to use 64 bones, like in cutscenes.
This requires that the cop.dff model has the same skeletal hierarchy as the characters you want to use in the in-game scenes.
Later, The Hero decided to ease the situation and wrote the plugin, which can be used instead of that loophole. I am not going to publish it separately, because. The Hero himself did not publish it anywhere except for the post on gtaforums to which I gave a link. In addition, the plugin may contain bugs.
P.S.I'm working on a massive cutscenes tutorial that should be out in the coming months. And this video is a small "bonus guide".