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 |