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 |