New Cyberpunk 2077 mod delivers polished third-person animations players have long wanted

The game could have felt like this from the start.
A new third-person animation mod reveals what Cyberpunk 2077 might have been if designed for multiple camera perspectives.
Mark

So this is just a camera angle change, right? Why does it matter so much that the animations are different?

Mimi

Because when you're looking at your character from behind, you're watching them move for hours. If those movements look wrong—if the arms are flailing or the running looks broken—it breaks immersion. You stop believing you're in Night City.

Luke

But I want to be clear: this mod only fixes third-person. Combat animations aren't done yet, and male V still needs work. So it's not a complete solution.

Mark

Got it. So what was wrong with the old third-person mods?

Mimi

They were using animations built for first-person perspective. When you're in first-person, you never see your full body, so the animators didn't have to worry about how your arms looked from the side or how your running looked from behind. It was all optimized for a camera locked to your eyes.

Luke

And when modders unlocked the camera, those animations looked terrible because they were never meant to be seen that way.

Mark

So this new mod—CybrDrake's mod—built completely new animations just for third-person?

Mimi

Exactly. Separate animation sets. When you switch to third-person, you're seeing movement that was actually designed for that perspective.

Mark

How complete is it?

Luke

Female V is mostly done. Male V is still in progress. Combat is unfinished. So it's good, but it's not finished.

Mimi

But what is finished looks polished. The running, the walking, the climbing—it all reads as intentional and grounded.

Mark

And this is a mod, not an official update from CD Projekt Red?

Luke

Right. This is community work. Which raises the question: why didn't the game ship with this?

Mimi

That's the real story, isn't it? The game was built for first-person only. But the fact that a modder could build this suggests the game could have been designed differently from the start.

  • For nearly seven years, third-person mods for Cyberpunk 2077 produced deeply unsettling movement — arms bending at wrong angles, running cycles that looked like a puppet mid-collapse — because they were built on assets never meant to be seen from behind.
  • The modding community kept pushing anyway, accepting broken compromises just to see their character exist in the world rather than be invisible behind a first-person lens.
  • CybrDrake's Immersive Third Person mod breaks the cycle entirely, constructing a dedicated animation set from scratch — natural jogs, weighted sprints, terrain-aware stair climbing, and idle gestures that make the character feel genuinely inhabited.
  • Combat animations remain unfinished and male V's movement set is still in development, meaning the mod is a work in progress rather than a final answer.
  • The mod's existence quietly pressures CD Projekt Red, making visible the distance between what shipped in 2020 and what the game's own systems were always capable of supporting.

For years, players of Cyberpunk 2077 who wished to inhabit Night City from a distance rather than through their character's eyes were met with a kind of digital uncanny valley — bodies that moved as though haunted by the wrong physics. Now, a modder named CybrDrake has done what the original developers did not: built a dedicated set of third-person animations from the ground up, giving V a presence in the world that feels earned and grounded. It is a quiet reminder that the gap between what a game is and what it could have been is sometimes closed not by studios, but by the communities who refuse to stop caring.

For nearly seven years, Cyberpunk 2077 players who wanted to see their character move through Night City rather than peer out from behind their eyes faced the same dispiriting problem. The game was built entirely around first-person perspective — every animation, every arm movement, every running cycle designed for a camera locked to the player's skull. When modders eventually unlocked the third-person camera, what they revealed was unsettling: limbs at wrong angles, movement that looked fundamentally broken. Third-person mods existed, but they were compromises, repurposing first-person assets in ways that were never going to look right.

That changed with the release of CybrDrake's Immersive Third Person animations mod on Nexus Mods. Rather than cannibalizing existing assets, the mod builds a completely separate animation set designed exclusively for the third-person view. YouTuber BleeeGMV posted a demonstration that showed what this looks like in practice: a character jogging through Night City with arms swinging naturally, sprinting with real urgency, climbing ledges with hand placement that actually makes sense, and standing idle with small, human gestures — raising a hand to inspect it, turning to take in the environment.

The mod isn't finished. Combat animations remain clunky and unresolved, and male V's movement set is still being developed, while female V's is largely complete. Players can switch freely between first and third-person at any time, which softens the gaps.

What the mod ultimately reveals is something the community has long suspected: Cyberpunk 2077's underlying systems and character models were always capable of this. The natural movement was never impossible — it was simply never built. Now that a single modder has built it, the question of why the original release didn't include it becomes harder to ignore, and whether CD Projekt Red will take notice harder to dismiss.

For nearly seven years, Cyberpunk 2077 players who wanted to experience Night City from behind their character's shoulder instead of through their eyes faced a persistent problem: the game's animations looked broken. When CD Projekt Red released the game in 2020, it was built entirely around first-person perspective. The character models, the arm movements, the running cycles—everything was designed for a camera locked to the player's viewpoint. When modders eventually figured out how to unlock the third-person camera, what emerged was unsettling. Arms stretched at wrong angles. Running looked like a marionette having a seizure. The whole thing felt wrong.

For years, that was the best players could do. Third-person mods existed, but they were compromises—functional workarounds that let you see your character, but at the cost of watching them move like something was deeply broken inside them. The community wanted better. They wanted what other games offered: a character that moved naturally when viewed from behind, animations that felt grounded and intentional.

That changed when a modder named CybrDrake released the Immersive Third Person animations mod, available now on Nexus Mods. Unlike previous attempts, this mod doesn't try to repurpose first-person assets. It builds dedicated third-person animations from the ground up—a completely separate animation set that exists only when you switch the camera view.

YouTuber BleeeGMV posted a demonstration that showed what this actually looks like in practice. The character jogs down a pavement in Night City with arms swinging naturally, momentum building with each stride. There's no jank, no uncanny valley feeling. When the character runs up stairs, the animation shifts subtly to account for the incline—the same basic motion, but with weight and physics that acknowledge the terrain. Standing still, the character looks around, turning their head to take in the environment. There are idle animations where the character raises a hand to inspect it, small details that make the whole thing feel inhabited.

The mod demonstrates a slow walk with deliberate swagger, the kind of movement that reads as intentional and grounded. The sprint is faster and more aggressive than the jog, with animation and camera angle combining to sell the illusion of real speed. Traversal—vaulting over low obstacles, climbing up ledges—shows the character reaching out and pulling themselves up with hand placement that matters. There's even a climbing animation that echoes Lara Croft, with the character doing a handstand as they scale a surface.

What the video doesn't show is combat. CybrDrake notes that fighting animations remain unfinished and clunky in third-person, which means that part of the experience still needs work. There's also an asymmetry in the current build: female V's animations are mostly complete, while male V's are still being developed. The mod allows players to switch between first-person and third-person at any time, so if something feels off or unfinished, you can flip back to the vanilla perspective.

What matters here is that the mod proves something players have suspected for years: Cyberpunk 2077 could have felt like this from the start. The game's underlying systems and character models were always capable of supporting natural third-person movement. It just required someone to build the animations that the original release never included. Now that someone has, the gap between what the game shipped with and what it could have been is suddenly visible. The question for CD Projekt Red is whether they'll notice, and whether future updates might incorporate what a modder has already figured out.

These animations are mostly complete for female V at the moment, while male V's are not yet done.
— CybrDrake, mod creator
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