# VehicleDeformation

{% hint style="danger" %}
**If you're using VMS Tuning**, you don't need to make the following changes - [use our prepared Vehicle Properties](/assets/vms_tuning/installation.md).
{% endhint %}

Enter the appropriate vehicle deformation saving in your Vehicle Properties inside the framework:

<details>

<summary>esx path</summary>

`es_extended/client/functions.lua` - `ESX.Game.SetVehicleProperties`

</details>

<details>

<summary>qb-core path</summary>

`qb-core/client/functions.lua` - `QBCore.Functions.SetVehicleProperties`

</details>

<details>

<summary>qbx_core path</summary>

`qbx_core/bridge/qb/client/functions.lua` - `functions.GetVehicleProperties`

`ox_lib/resource/vehicleProperties/client.lua` - `lib.getVehicleProperties`

</details>

<figure><img src="/files/25dhChNUbGY674O2vqT1" alt=""><figcaption></figcaption></figure>

```lua
local deformation = nil
if GetResourceState('VehicleDeformation') == 'started' then
    deformation = exports['VehicleDeformation']:GetVehicleDeformation(vehicle)
end
```

<figure><img src="/files/2MsKWERPzFmmSKbAKn4J" alt=""><figcaption></figcaption></figure>

```lua
deformation = deformation,
```


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