Rifle Animset Pro v1.1



Animations description and usage

Rifle_Idle

Doing nothing, base state

Rifle_TurnR_90

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

Rifle_TurnL_90

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

Rifle_TurnR_180

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

Rifle_TurnL_180

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

Rifle_TurnR_90Loop

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

Rifle_TurnL_90Loop

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

Rifle_WalkFwdStart

Idle to walk forward transition. Play before WalkFwdLoop.

Rifle_WalkFwdLoop

Walking forward.

Rifle_WalkFwdStop_LU

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

Rifle_WalkFwdStop_RU

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

Rifle_WalkBwdStart

Idle to walk backward transition.

Rifle_WalkBwdLoop

Walking backward.

Rifle_WalkBwdStop_RU

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

Rifle_WalkBwdStop_LU

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

Rifle_StrafeRightStart

Idle to walk sideways to the right transition.

Rifle_StrafeRightLoop

Walking sideways to the right.

Rifle_StrafeRightStop_LU

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

Rifle_StrafeRightStop_RU

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

Rifle_StrafeLeftStart

Idle to walk sideways to the left transition.

Rifle_StrafeLeftLoop

Walking sideways to the left.

Rifle_StrafeLeftStop_RU

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

Rifle_StrafeLeftStop_LU

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

Rifle_StrafeLeft45Loop

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

Rifle_StrafeRight135Loop

Walking diagonally 135 degrees right/backward. Use in 2D blend tree, to avoid clipping feet.

Rifle_WalkFwdStart90_L

Idle to walk forward transition, with simultaneous 90 deg. turn. Play before WalkFwdLoop.

Rifle_WalkFwdStart90_R

Idle to walk forward transition, with simultaneous 90 deg. turn. Play before WalkFwdLoop.

Rifle_WalkFwdStart180_R

Idle to walk forward transition, with simultaneous 180 deg. turn. Play before WalkFwdLoop.

Rifle_WalkFwdStart180_L

Idle to walk forward transition, with simultaneous 180 deg. turn. Play before WalkFwdLoop.

Rifle_ShootOnce

One shot, full body animation.

Rifle_ShootGrenade

One shot, but stronger. Like shooting a grenade launcher, attached to rifle.

Rifle_ShootBurst

Short burst. Use for AI.

Rifle_ShootBurstLong

Long burst. Use for AI.

Rifle_ShootLoop_Additive

Additive shooting loop. Use for Player. Play on top of other aniamtions as an additive animation on upper body.

Rifle_Reload_2

Reload.

Rifle_Hit_L_1

Hit, the character sways to left side.

Rifle_Hit_L_2

Hit, the character sways to left side.

Rifle_Hit_R_2

Hit, the character sways to right side.

Rifle_Hit_C_1

Hit, the character gets pushed back.

Rifle_Death_L

Death animation, the character sways to left side

Rifle_Death_R

Death animation, the character sways to right side

Rifle_Melee_Hard

Melee attack

Rifle_Melee_Kick

Melee attack, good for kicking out doors

Rifle_Grenade_Throw_Single

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

Rifle_Grenade_Throw_Start

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

Rifle_Grenade_Throw_Loop

Grenade ready to throw

Rifle_Grenade_Throw_Cancel

Cancelling the grenade throw

Rifle_Grenade_Throw_Far

Far throw

Rifle_Grenade_Throw_Close

Roll the grenade on the ground throw.

Rifle_Look_CC_Additive

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

Rifle_Look_45L_Additive

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

Rifle_Look_45R_Additive

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

Rifle_Look_45U_Additive

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

Rifle_Look_45D_Additive

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

Rifle_Look_45LU_Additive

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

Rifle_Look_45RU_Additive

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

Rifle_Look_45LD_Additive

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

Rifle_Look_45RD_Additive

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

Rifle_Look_90L_Additive

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

Rifle_Look_90R_Additive

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

Rifle_Look_90U_Additive

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

Rifle_Look_90D_Additive

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

Rifle_SprintLoop

Running looped

Rifle_SprintStart

Transition form Rifle_Idle to Run

Rifle_SprintStop_RU

Stopping from running when Right foot is Up

Rifle_SprintStop_LU

Stopping from running when Left foot is Up

Rifle_FallingLoop

Falling in place to use with physics gravity

Rifle_Idle2Crouch

Standing to crouch

Rifle_CrouchLoop

Crouching

Rifle_Crouch2Idle

Standing up from crouching

Rifle_Idle_GunDown

Relaxed idle with rifle. For un-aware enemies for example

Rifle_Idle_GunDown2Idle

Relaxed idle to normal, aiming idle (for when enemy sees player)

Rifle_Climb_1m

Climb on 1 meter high obstacle

Rifle_Vault_1m

Jump over 1 meter high obstacle

Rifle_OpenDoor

Small push with the left hand

Rifle_Death_3

Another death animations (like shot from machine gun)

Rifle_RunFwdLoop

Running and aiming

Rifle_RunBwdLoop

Running and aiming

Rifle_StrafeRunRightLoop

Running and aiming

Rifle_StrafeRunLeftLoop

Running and aiming

Rifle_StrafeRun45LeftLoop

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

Rifle_StrafeRun135LeftLoop

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

EquipRifle

Put rifle from character's back to his hands

HolsterRifle

Put rifle from hands to back and go to Idle (compatible with Movement Animset Pro)

Rifle_Jump_Platformer_Start

Start jumping (no root motion) – use it when you want to control the jump movement procedurally, f. ex. with Character Motor

Rifle_Jump_Platformer_Fall

Movement in air (no root motion) – use it when you want to control the jump movement procedurally, f. ex. with Character Motor

Rifle_Jump_Platformer_Predict_Land

Movement from about 2m from ground to touch down (no root motion) – use it when you want to control the jump movement procedurally, f. ex. with Character Motor

Rifle_Jump_Platformer_Land

Landing (no root motion) – use it when you want to control the jump movement procedurally, f. ex. with Character Motor