Pistol Animset Pro



Animations description and usage

Pistol_Idle

Doing nothing, base state

Pistol_TurnR_90

Turn right 90 degrees in place. Use mostly for AI.

Pistol_TurnL_90

Turn left 90 degrees in place. Use mostly for AI.

Pistol_TurnR_180

Turn right 180 degrees in place. Use mostly for AI.

Pistol_TurnL_180

Turn left 180 degrees in place. Use mostly for AI.

Pistol_TurnR_90Loop

Turn right 90 degrees, but very even, constant motion. Use for Player controller.

Pistol_TurnL_90Loop

Turn left 90 degrees, but very even, constant motion. Use for Player controller.

Pistol_WalkFwdStart

Idle to walk forward transition. Play before WalkFwdLoop.

Pistol_WalkFwdLoop

Walking forward.

Pistol_WalkFwdStop_LU

Stopping when left foot is up in air ("_LU" for "Left Up")

Pistol_WalkFwdStop_RU

Stopping when right foot is up in air ("_RU" for "Right Up")

Pistol_WalkBwdStart

Idle to walk backward transition.

Pistol_WalkBwdLoop

Walking backward.

Pistol_WalkBwdStop_RU

Stopping when right foot is up in air ("_RU" for "Right Up")

Pistol_WalkBwdStop_LU

Stopping when left foot is up in air ("_LU" for "Left Up")

Pistol_StrafeRightStart

Idle to walk sideways to the right transition.

Pistol_StrafeRightLoop

Walking sideways to the right.

Pistol_StrafeRightStop_LU

Stopping when left foot is up in air ("_LU" for "Left Up")

Pistol_StrafeRightStop_RU

Stopping when right foot is up in air ("_RU" for "Right Up")

Pistol_StrafeLeftStart

Idle to walk sideways to the left transition.

Pistol_StrafeLeftLoop

Walking sideways to the left.

Pistol_StrafeLeftStop_RU

Stopping when right foot is up in air ("_RU" for "Right Up")

Pistol_StrafeLeftStop_LU

Stopping when left foot is up in air ("_LU" for "Left Up")

Pistol_StrafeLeft45Loop

Walking diagonally 45 degrees left/forward. Use in 2D blend tree, to avoid clipping feet.

Pistol_RunFwdLoop

Running and aiming

Pistol_RunBwdLoop

Running and aiming

Pistol_StrafeRunRightLoop

Running and aiming

Pistol_StrafeRunLeftLoop

Running and aiming

Pistol_StrafeRun45LeftLoop

Running and aiming 45 degrees left – use it to avoid legs crossing

Pistol_StrafeRun135LeftLoop

Running and aiming 135 degrees right – use it to avoid legs crossing

Pistol_ShootOnce

One shot

Pistol_ShootPowerful

One shot, but stronger.

Pistol_Reload_2

Reload.

Pistol_Hit_L_1

Hit, the character sways to left side.

Pistol_Hit_L_2

Hit, the character sways to left side.

Pistol_Hit_R_2

Hit, the character sways to right side.

Pistol_Hit_C_1

Hit, the character gets pushed back.

Pistol_Melee_Hard

Melee attack

Pistol_Melee_Kick

Melee attack, good for kicking out doors

Pistol_Grenade_Throw_Single

A single grenade throw (for. ex. If you just tap the button)

Pistol_Grenade_Throw_Start

Take out grenade and wait for release the button (if you hold it)

Pistol_Grenade_Throw_Loop

Grenade ready to throw

Pistol_Grenade_Throw_Cancel

Cancelling the grenade throw

Pistol_Grenade_Throw_Far

Far throw

Pistol_Grenade_Throw_Close

Roll the grenade on the ground throw.

Pistol_Look_CC_Additive

Additive animation, play on top of other animations: Aiming straight.

Pistol_Look_45LU_Additive

Additive animation, play on top of other animations: Aiming 45 degrees left up corner.

Pistol_Look_45RU_Additive

Additive animation, play on top of other animations: Aiming 45 degrees right up corner.

Pistol_Look_45LD_Additive

Additive animation, play on top of other animations: Aiming 45 degrees left down corner.

Pistol_Look_45RD_Additive

Additive animation, play on top of other animations: Aiming 45 degrees right down corner.

Pistol_Look_90L_Additive

Additive animation, play on top of other animations: Aiming 90 degrees left.

Pistol_Look_90R_Additive

Additive animation, play on top of other animations: Aiming 90 degrees right.

Pistol_Look_90U_Additive

Additive animation, play on top of other animations: Aiming 90 degrees up.

Pistol_Look_90D_Additive

Additive animation, play on top of other animations: Aiming 90 degrees down.

Pistol_SprintLoop

Running looped

Pistol_SprintStart

Transition form Rifle_Idle to Run

Pistol_SprintStop_RU

Stopping from running when Right foot is Up

Pistol_SprintStop_LU

Stopping from running when Left foot is Up

Pistol_FallingLoop

Falling in place to use with physics gravity

Pistol_Idle2Crouch

Standing to crouch

Pistol_CrouchLoop

Crouching

Pistol_Crouch2Idle

Standing up from crouching

Pistol_Climb_1m

Climb on 1 meter high obstacle

Pistol_Vault_1m

Jump over 1 meter high obstacle

Pistol_RunFwdLoop

Running and aiming

Pistol_RunBwdLoop

Running and aiming

Pistol_StrafeRunRightLoop

Running and aiming

Pistol_StrafeRunLeftLoop

Running and aiming

Pistol_StrafeRun45LeftLoop

Running and aiming 45 degrees left – use it to avoid legs crossing

Pistol_StrafeRun135LeftLoop

Running and aiming 135 degrees right – use it to avoid legs crossing

Pistol_Land_Generic

A generic landing, after a fall

Pistol_LandHard_Generic

Hard landing, from greater height

Pistol_Jump_Platformer_5m_ALL

A preview of how the platformer jump should look like

Pistol_Jump_Platformer_Start

Jump start – the motion between pushing Jump and reaching a greatest height of the jump

Pistol_Jump_Platformer_Fall

Falling motion – the phase of the jump between the peak and about 1,5 meters befroe ground

Pistol_Jump_Platformer_Predict_Land

The motion between 1,5 metres before the ground and touching the ground – preparation for landing

Pistol_Jump_Platformer_Land

Landing

Pistol_Equip

Take out pistol from holster

Pistol_UnEquip

Holster the pistol

Pistol_Idle_Relaxed

Just standing, gun in holster ot in the hand