Movement Animset Pro for UE4 v1.5

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Movement Animset Pro for UE4 v1.5 Animations description and usage All animations have 2 versions in-place and with root motion Idle TurnRt90_Loop TurnLt90_Loop TurnRt180 TurnLt180 WalkFwdLoop WalkFwdStart WalkFwdStart180_R WalkFwdStart180_L WalkFwdStart90_L WalkFwdStart90_R WalkFwdStop_LU WalkFwdStop_RU WalkFwdLoop_LeanR WalkArchLoop_R WalkFwdLoop_LeanL WalkArchLoop_L RunFwdLoop SprintFwdLoop RunFwdStart RunFwdStart180_R RunFwdStart180_L RunFwdStart90_R RunFwdStart90_L RunFwdStop_RU RunFwdStop_LU Standing in place Turn right 90 degrees. Can be use as a looping rotation in place, or as a single nonlooping animation Turn left 90 degrees. Can be use as a looping rotation in place, or as a single nonlooping animation Turn in place 180 degrees right Turn in place 180 degrees left Loopable walk forward cycle Idle to walk forward transition Idle to turn 180 deg. right to walk forward transition Idle to turn 180 deg. left to walk forward transition Idle to turn 90 deg. left to walk forward transition Idle to turn 90 deg. right to walk forward transition This is an animation of walking forward and turning right in the same time. The root This is an animation of walking forward and turning right in the same time. The root is rotation as well as translation. You can blend this animation with WalkFwdLoop to This is an animation of walking forward and turning left in the same time. The root This is an animation of walking forward and turning left in the same time. The root is rotation as well as translation. You can blend this animation with WalkFwdLoop to Loopable run forward cycle Loopable sprint forward cycle faster than RunFwdLoop Idle to run forward transition Idle to turn 180 deg. right to run forward transition Idle to turn 180 deg. left to run forward transition Idle to turn 90 deg. right to run forward transition Idle to turn 90 deg. left to run forward transition Stop running, when the right foot is up in walking loop cycle Stop running, when the left foot is up in walking loop cycle

RunFwdTurn180_R_LU RunFwdTurn180_R_RU RunFwdTurn180_L_RU RunFwdTurn180_L_LU RunArchLoop_L RunFwdLoop_LeanL RunArchLoop_R RunFwdLoop_LeanR Jump_place_ALL Jump_place_ALL_short Jump_walk_ru_ALL Jump_walk_lu_ALL Jump_run_ru_ALL Jump_run_lu_ALL JumpIdleStart JumpIdleLand JumpIdleLand2Walk JumpIdleLandHard JumpWalkStart_RU JumpWalk_RU_Land JumpWalk_RU_Land2Wal k JumpWalkStart_LU JumpWalk_LU_Land Running to quick turn 180 deg. right to running. This is used when the character has his left foot up in the running cycle. Running to quick turn 180 deg. right to running. This is used when the character has his right foot up in the running cycle. Running to quick turn 180 deg. left to running. This is used when the character has his right foot up in the running cycle. Running to quick turn 180 deg. left to running. This is used when the character has his left foot up in the running cycle. This is an animation of running forward and turning left in the same time. The root is rotation as well as translation. You can blend this animation with RunFwdLoop to This is an animation of running forward and turning left in the same time. The root This is an animation of running forward and turning right in the same time. The root is rotation as well as translation. You can blend this animation with RunFwdLoop to This is an animation of running forward and turning right in the same time. The root Jump form idle just a preview how it should look Jump form idle with fast start just a preview how it should look Jump form walking, from right foot up just a preview how it should look Jump form walking, from left foot up just a preview how it should look Jump form running, from right foot up just a preview how it should look Jump form running, from left foot up just a preview how it should look Jump form idle with root motion. After the jump, the character falls, until he touches ground. You can detect that by physics collision, Character Controller or with a raycast for example. Then you should play landing animation. Landing animation for JumpIdleStart. Landing animation for JumpIdleStart, but it directly transitions the character to Landing animation for JumpIdleStart, with a hand touching the ground. Jump form walking with root motion, from right foot up. After the jump, the character Landing animation for JumpWalkStart_RU. Landing animation for JumpWalkStart_RU, but it directly transitions the character to Jump form walking with root motion, from left foot up. After the jump, the character Landing animation for JumpWalkStart_LU. JumpWalk_LU_Land2Walk Landing animation for JumpWalkStart_LU, but it directly transitions the character to JumpRunStart_RU Jump form running with root motion, from right foot up. After the jump, the character

JumpRun_RU_Land JumpRun_RU_Land2Run JumpRunStart_LU JumpRun_LU_Land JumpRun_LU_Land2Run FallingLoop FallingLoop_RootMotion Idle2Crouch Crouch_Idle Crouch2Idle Crouch_WalkFwdLoop Crouch_WalkFwdStart Crouch_WalkFwdStop_LU Crouch_WalkFwdStop_RU Crouch_WalkFwdStart180_ R Crouch_WalkFwdStart180_ L Crouch_WalkFwdStart90_ R Crouch_WalkFwdStart90_ L ButtonPush_RH ButtonPush_RH_90 ButtonPush_LH ButtonPush_LH_90 KeypadUse_RH KeypadUse_RH_90 KeypadUse_LH KeypadUse_LH_90 PickUp_RH PickUp_RH_90 PickUp_LH PickUp_LH_90 Landing animation for JumpRunStart_RU. Landing animation for JumpRunStart_RU, but it directly transitions the character to Jump form running with root motion, from left foot up. After the jump, the character Landing animation for JumpRunStart_LU. Landing animation for JumpRunStart_LU, but it directly transitions the character to Falling animation without root motion play it when you use Gravity. Falling animation with root motion. Start Crouching Idling in crouch Stop Crouching Pushing a button in front of the character, with right hand. Pushing a button to the right of the character, with right hand. You can blend it with ButtonPush_RH, to get in-between direction of pushing the button. Pushing a button in front of the character, with left hand. Pushing a button to the left of the character, with left hand. You can blend it with ButtonPush_LH, to get in-between direction of pushing the button. Typing in a key code in front of the character, with right hand. Typing in a key code to the right of the character, with right hand. You can blend it with KeypadUse_RH, to get in-between direction. Typing in a key code in front of the character, with left hand. Typing in a key code to the left of the character, with left hand. You can blend it with KeypadUse_LH, to get in-between direction. Picking up a small object in front of the character, with right hand. Picking up a small object to the right of the character, with right hand. You can blend it with PickUp_RH, to get in-between direction. Picking up a small object in front of the character, with left hand. Picking up a small object to the left of the character, with left hand. You can blend it with PickUp_LH, to get in-between direction.

PullLever_RH PullLever_RH_90 PullLever_LH PullLever_LH_90 DontKnow ThrowAway_RH ThrowAway_LH WalkThroughDoor_RH WalkThroughDoor_LH WalkFwdStart135_R WalkFwdStart135_L RunFwdStart135_R RunFwdStart135_L WalkBwdStart WalkBwdLoop WalkBwdStop_RU WalkBwdStop_LU StrafeRightStart StrafeRightLoop StrafeRightStop_LU StrafeRightStop_RU StrafeLeftStart StrafeLeftLoop StrafeLeftStop_RU StrafeLeftStop_LU Idle2Fists Fists_Idle Fists2Idle Idle_Punch_Move_L Fists_Punch_Move_L Fists_Punch_Move_R Fists_Punch_L Fists_Punch_R Fists_Kick_Front_Move_R Fists_Kick_Front_L Fists_Punch_Heavy2Idle Fists_Hit_Left Fists_Hit_Right Idle_Hit_Strong_Left Pulling a lever in front of the character, with right hand. Pulling a lever to the right of the character, with right hand. You can blend it with PullLever_RH, to get in-between direction. Pulling a lever in front of the character, with left hand. Pulling a lever to the left of the character, with left hand. You can blend it with PullLever_LH, to get in-between direction. A gesture character doesn't know what to do Throw away small item with right hand Throw away small item with left hand Character pushed the door with right hand and walks through. Character pushed the door with left hand and walks through. Idle to turn 135 deg. right to walk forward transition Idle to turn 135 deg. left to walk forward transition Idle to turn 135 deg. right to run forward transition Idle to turn 135 deg. left to run forward transition Idle to WalkBwdLoop transition Loopable walk backward cycle Idle to StrafeRightLoop transition Loopable walk sideways to right cycle Idle to StrafeLeftLoop transition Loopable walk sideways to left cycle Put fists up Idle with fists up Put fists down Move forward and punch with left hand form fists down pose Move forward and punch with left hand Move forward and punch with right hand Punch with left hand Punch with right hand Move forward and frontal kick with right foot Frontal kick with left foot Heavy overhand swing and return to fists down idle good for last, knocking out attack Hit reaction from left hand attack Hit reaction from right hand attack Hit reaction from left hand attack

Idle_Hit_Strong_Right Hit reaction from right hand attack Idle_Knockdown_Front Knock down from frontal attack Idle_Knockdown_Right Knock down from right hand attack Idle_Knockdown_Left Knock down fromleft hand attack Death_1 Death 1 Death_2 Death 2 Look_C Look_CD Look_CU Look_L Look_LD Look_LU Look_R Look_RD Look_RU Crouch_WalkLt135_new Crouch_WalkLt45_new Crouch_WalkRt135_new Crouch_WalkRt45_new Idle2Crouch_new Crouch2Idle_new CrouchLoop_new Crouch_Turn90R_new Crouch_Turn90L_new Crouch_WalkFwdStart_new Crouch_WalkFwd_new Crouch_WalkFwdStop_LU_new Crouch_WalkFwdStop_RU_new Crouch_WalkBwdStart_new Crouch_WalkBwd_new Crouch_WalkBwdStop_LU_new Crouch_WalkBwdStop_RU_new Crouch_WalkRtStart_new Crouch_WalkRt_new Crouch_WalkRtStop_LU_new Crouch_WalkRtStop_RU_new Strafing while crouched left 135 degrees Strafing while crouched left 45 degrees Strafing while crouched right 135 degrees Strafing while crouched right 45 degrees Start crouch End crouch Crouch idle Crouch turn right 90 degrees (blend out earlier for smaller angle, let it loop for bigger angle) Crouch turn left 90 degrees (blend out earlier for smaller angle, let it loop for bigger angle) Crouch walk forward start Crouch walk forward loop Crouch walk forward stop when left foot is up Crouch walk forward stop when right foot is up Crouch walk backward start Crouch walk backward loop Crouch walk backward stop when left foot is up Crouch walk backward stop when right foot is up Crouch walk right start Crouch walk right loop Crouch walk right stop when left foot is up Crouch walk right stop when right foot is up

Crouch_WalkLtStart_new Crouch_WalkLt_new Crouch_WalkLtStop_LU_new Crouch_WalkLtStop_RU_new RunBwdLoop RunLtLoop RunRtLoop RunStrafeLeft45Loop RunStrafeRight135Loop RunStrafeRight45Loop RunStrafeLeft135Loop HiddenButton KickTrashcan Turn180Surprised PatrolFullCycleLoop PatrolLoop Throw_Start ThrowLoop ThrowEndFar ThrowEndClose ThrowCancel ThrowSingle1 ThrowSingle2 StrafeRight45Loop StrafeLeft135Loop Climb1m SitChairStart SitChairLoop SitChairEnd GetUpFromBack GetUpFromFace Crouch walk left start Crouch walk left loop Crouch walk left stop when left foot is up Crouch walk left stop when right foot is up Jogging backwards loop Jogging left loop Jogging right loop Jogging left 45 degrees loop Jogging right 135 degrees loop Jogging right 45 degrees loop Jogging left 135 degrees loop Examine wall and push hidden button Kick a trashcan or a small object on ground Quick 180 turn, as if surprised Walking slowly back and forth loop. Can be blended out in any moment. Easier to use this animation, rather then make an AI waypoints for patrolling small space. Slow walk loop Take out a small object and prepare for throw Prepared to throw loop Throw Throw very close on the ground, like bowling ball Put the small object back to pocket Single throw Single throw Walk loop 45 degrees right Walk loop 135 degrees left Climb on 1m high obstacle (disable gravity for root motion to work upwards!) Sit on a chair Sitting on a chair loop Get up from chair Get up from the ground when lying on back Get up from the ground when lying on face