GTA V Vehicle Bone Names: Complete Reference
Every part of a GTA V vehicle that the engine recognizes is named with a specific bone. Here is the documented list, grouped by what they control.
GTA V's engine recognizes a fixed set of bone (or "dummy") names on vehicle models. These names control where wheels mount, which lights blink, which doors open, where suspension travel attaches, and dozens of other behaviors. Get the names wrong and the engine silently does nothing - the wheel will not steer, the door will not open, the headlights will not light. The list below is sourced from the alt:V multiplayer documentation, which mirrors the names recognized by the GTA V engine itself.
Chassis and frame
chassis- the main body mesh rootchassis_Control- control reference for animationschassis_dummy- the documented entry point used by exporters and rigging toolschassis_lowlod- low LOD chassis variant
Wheels
The standard four-wheel layout uses these bone names:
wheel_lf- left frontwheel_rf- right frontwheel_lr- left rearwheel_rr- right rear
For trucks and trailers with extra axles, additional middle-wheel bones exist:
wheel_lm1,wheel_rm1- left/right middle, first rowwheel_lm2,wheel_rm2- second middle rowwheel_lm3,wheel_rm3- third middle row
Doors
door_dside_f- driver side frontdoor_dside_r- driver side reardoor_pside_f- passenger side frontdoor_pside_r- passenger side reardoor_hatch_l,door_hatch_r- rear hatch / trunk panels (when present as separate panels)
Note the convention: dside = driver side, pside = passenger side. This is consistent across right-hand-drive vehicles in GTA V too - the engine treats the side names by physical position, not by which side has the steering wheel.
Bumpers and body panels
bumper_f- front bumperbumper_r- rear bumperbonnet- hoodboot- trunk lid
Suspension
Suspension bones are what the wheels visually attach to for travel:
suspension_lf,suspension_rf- frontsuspension_lr,suspension_rr- rearsuspension_lm,suspension_rm- middle (for multi-axle vehicles)
Lighting
Lights are dummy points that the engine emits light from. The mesh of the actual light bulb/LED is separate; these dummies just tell the engine where the light origin is:
headlight_l,headlight_r- main headlight emitterstaillight_l,taillight_r- rear tail lightsbrakelight_l,brakelight_m,brakelight_r- brake lights (left, middle, right)reversinglight_l,reversinglight_r- reverse lightsindicator_lf,indicator_rf,indicator_lr,indicator_rr- turn signals on each cornerdoorlight_lf,doorlight_lr,doorlight_rf,doorlight_rr- puddle/door open indicator lights
Other commonly used names
The full alt:V documentation lists many more bones, grouped roughly into:
- Wing/fender meshes (
wing_lf,wing_rf) - Window meshes (
window_lf,window_rf, etc. for each pane) - Seat positions (
seat_dside_f,seat_pside_f, etc.) - Exhaust dummies (
exhaust,exhaust_2, etc. for multiple pipes) - Siren positions (
siren_1throughsiren_20for emergency vehicles) - Engine bay parts (engine block, fan, turbocharger meshes)
- Specialized bones for helicopters (rotors), military (turrets), and cargo vehicles
What happens with wrong names
The engine matches by exact name. A typo (weel_lf, wheel_LF) means the engine cannot find the bone and the corresponding behavior breaks silently. Some specific failure modes:
- Misspelled wheel bone: wheel does not mount, vehicle drives without that wheel visible or steering applied
- Misspelled headlight: light still emits from the model material's emissive shader, but the engine-controlled spotlight cone does not project
- Misspelled door: door is part of the body mesh, will not open
Sources
Browse the lot
Drag, drop, drive. Lore-friendly originals and curated real-vehicle conversions for FiveM.
