DISCLAIMER - THIS IS ALPHA TESTING, MOST ANIMATIONS ARE PLACE HOLDERS ONLY POST BEAMNG.LOG IF YOU EXPERIENCE A BUG ANY RANTS ABOUT AI WILL BE JUST IGNORED DISABLE the new .40 driver occupants. NOT COMPATIABLE CURRENTLY WITH RLS CAREER OR DANIELS GUN MOD. - will be in the future Credits are disclosed for models and animations used Copyright is written which protects the ip, not the meshes, animations used in the current production. IF YOU POST SOMEWHERE ELSE ABOUT THIS MOD, YOU MUST INCLUDE THE LINK TO THIS THREAD. now on to the mod. The Autobello, Fullsize, Pigeon, and wigeon currently have preset in car views. The rest of vehicles are not currently setup and will need to be setup in order for correct viewing. DARSONLINE - is a server script to sync characters and must be put in resources/server - ONLINE USE ONLY DARSALPHABMT - is the mod itself DARSPDF - is a overview of features, settings and disclosures. Driver Arms A full-body driver at the wheel, the same character on foot, and drivers in every AI car. by BadmanTru / Harvey Birdman Overview Driver Arms puts one character everywhere: driving your car, walking when you get out, and at the wheel of the AI and traffic cars around you. Everything is set from one HUD app, and four cars come with presets so they're ready to drive straight away. In the car Full-body driver camera - its own camera, last in the C cycle and the one you start in. It works like the game's driver camera, with the driver drawn. Steering - finds the wheel by itself, follows its real rotation hand over hand, and locks the hands to the rim so they never slip. Shifting - H-pattern, sequential and automatic. The hand stays on the car's own lever until the lever finishes moving. Handbrake and pedals - throttle, brake and clutch, footrest or left-foot braking, plus heel-toe. Reaching for controls - aim at a switch, stalk or button and the hand goes to it. Key binds press the real control too. Body and crashes - leans in corners and under braking. Hard hits and rollovers throw him about inside his seatbelt. On foot Walk as the driver instead of the beamling, in first or third person. Motion-matched walking, jogging and running. Jumps, vaults, climbs, hangs and shimmies. Wall runs, including wall run to wall run. Mid-air ledge grabs, on walls and on props. Camera dives and prone slides, crouching and slides, swimming. Walks on top of containers, barriers and other props at his normal speed. Slopes are walked up, never vaulted. Physics ragdoll with muscles and reactions. He gets up from wherever he lands. Shoes, cap and paint colours, picked in the walker's Vehicle Config. Around you Every AI and traffic car gets a driver. They react when you hit them, honk at them or flip them off. Keep bothering them and annoyance builds up to road rage: tailgating, brake-checks, chasing you. BeamMP: with the included server plugin, players on foot see each other move. The app Basic and Advanced views, with values in cm, degrees and seconds. Hover a ? for help. Fit to this car gives a rough fit. Finish it with the adjusters, including the ones in Advanced, then Save. Built-in presets for the autobello, Grand Marshal, pigeon and wigeon. Test buttons let you check a setting without driving. Install Put DARSALPHABMT.zip in your mods folder. Don't unpack it. In game, add the Driver Arms app to your HUD. Get in a car. For a car without a preset, press Fit to this car, adjust, then Save. Key bindings are under Options > Controls (search "Driver Arms"). Good to know Getting in and out uses the game's instant swap for now. Entry and exit animations are planned. When reporting a problem, please attach your beamng.log. Credits Sneakers by Arntorius and low-poly cap by DanlyVostok (Sketchfab, CC-BY 4.0). Character animations from Mixamo. Parts based on DeepMind's dm_control (Apache 2.0). © 2026 BadmanTru / Harvey Birdman. All rights reserved. Do not reupload, mirror, redistribute or modify this mod without written permission. Please link to this thread instead.
Hey, buddy, I really liked the character's movements outside the car. Congratulations I'm guessing you're using Root Motion or something like that, right?
Confirmed working in multiplayer with emotes, syncing. ragdolls are ran locally so may not match what other person sees and you see, then blends into their client pose/ position. I have version that runs the ragdoll sync'd but it's a bit of a performance hit and still testing.
this would be a game changer imagain playing with your friends in multiplayer and run over your friend
it's been coded in but not displayed, right now they just have one place holder for entering and exiting. I will have to animate each enterance and exit for beam vehicles. the alpha will include many place holders. I am looking for animators to help.