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Demo ※ Please note that this asset does not contain models of churches; it includes animations only.

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This asset is composed of various 265 high-quality motion capture animations needed for game development.

Animation Clips consist of all looping animation Mecanim compatible.

Also, all motion is humanoid based.

We have a professional motion capture team. Our database has thousands of animations.

We are pleased to share with you our motion capture work. Please look forward to more work from us. Please stay tuned!

Animations:

Type1_Idle_00 *

Type1_Idle_01 *

Type1_Idle_02 *

Type1_Idle_03 *

Type1_Idle_04

Lie_Down_To_Type2

Type2_Idle_00 *

Type2_Idle_01 *

Type2_Idle_02 *

Type2_Idle_03 *

Type2_Idle_04 *

Type3_Idle_00 *

Type3_Idle_01 *

Type3_Idle_02 *

Type3_Idle_03 *

Type3_Idle_04 *

Type1_Hopping_F

Type1_Hopping_FR

Type1_Hopping_R

Type1_Hopping_BR

Type1_Hopping_B

Type1_Hopping_BL

Type1_Hopping_L

Type1_Hopping_FL

Type2_Hopping_F

Type2_Hopping_FR

Type2_Hopping_R

Type2_Hopping_BR *

Type2_Hopping_B *

Type2_Hopping_BL *

Type2_Hopping_L

Type2_Hopping_FL

Type3_Run_F

Type3_Run_FR

Type3_Run_R

Type3_Run_BR

Type3_Run_B

Type3_Run_BL

Type3_Run_L

Type3_Run_FL

Type3_Run_Circle_R

Type3_Run_Circle_L

Type2_Sprint_01

Type2_Sprint_02

Type3_Sprint_01

Type3_Sprint_02

Type2_Trip_Low_Height

Type3_Trip_Low_Height

Type2_Reaching_Stuck_01 *

Type2_Reaching_Stuck_02 *

Type3_Reaching_Stuck_01 *

Type3_Reaching_Stuck_02 *

Type1_Jump_to_Jiangshi_Type2

Type1_Jump_to_Jiangshi_Type2_Start

Type1_Jump_to_Jiangshi_Type2_Jump_Air

Type1_Jump_to_Jiangshi_Type2_Jump_End *

Type1_Jump_to_Jiangshi_Type3

Type1_Jump_to_Jiangshi_Type3_Jump_Start

Type1_Jump_to_Jiangshi_Type3_Jump_Air

Type1_Jump_to_Jiangshi_Type3_Jump_End *

Type2_Jump_to_Jiangshi_Type3

Type2_Jump_to_Jiangshi_Type3_Jump_Start

Type2_Jump_to_Jiangshi_Type3_Jump_Air

Type2_Jump_to_Jiangshi_Type3_Jump_End *

Type3_Jump

Type3_Jump_Start

Type3_Jump_Air

Type3_Jump_End

Type2_Turn_90R *

Type2_Turn_180R *

Type2_Turn_90L *

Type2_Turn_180L *

Type3_Turn_90R *

Type3_Turn_180R *

Type3_Turn_90L *

Type3_Turn_180L *

Type2_Turn_Attack_90R *

Type2_Turn_Attack_180R *

Type2_Turn_Attack_90L *

Type2_Turn_Attack_180L *

Type3_Turn_Attack_90R *

Type3_Turn_Attack_180R *

Type3_Turn_Attack_90L *

Type3_Turn_Attack_180L *

Type2_Attack_01 *

Type2_Attack_02 *

Type2_Attack_03

Type2_Attack_04

Type3_Attack_01 *

Type3_Attack_02 *

Type3_Attack_03 *

Type3_Attack_04 *

Type2_Hit_Head_R *

Type2_Hit_Head_L *

Type2_Hit_Back *

Type2_Hit_Upper_body_R *

Type2_Hit_Upper_body_L *

Type2_Hit_Lower_body_R *

Type2_Hit_Lower_body_L *

Type3_Hit_Head_R *

Type3_Hit_Head_L *

Type3_Hit_Back *

Type3_Hit_Upper_body_R *

Type3_Hit_Upper_body_L *

Type3_Hit_Lower_body_R *

Type3_Hit_Lower_body_L

Type2_On_Fire *

Type3_On_Fire *

Type2_Electrocuted *

Type3_Electrocuted_Short *

Type3_Electrocuted_Long *

Type2_Death_F

Type2_Death_B

Type2_Death_R

Type2_Death_L

Type3_Death_F

Type3_Death_B

Type3_Death_R

Type3_Death_L

Type3_Stand_to_Crawl

Type3_Run_to_Crawl

Type3_Stand_Hit_to_Crawl

Type3_Crawl_Idles_Loop_00 *

Type3_Crawl_Idles_Loop_01 *

Type3_Crawl_Idles_Loop_02 *

Type3_Craw_F *

Type3_Craw_B *

Type3_Craw_Circle_R *

Type3_Craw_Circle_L *

Type3_Craw_Attack *

Type3_Craw_Attack_RH *

Type3_Craw_Attack_LH *

Type3_Craw_Hit_R *

Type3_Craw_Hit_L *

Type3_Craw_Hit_B *

Type3_Crawl_Idles_To_Death

Type3_Crawl_Death_Loop *

Type3_Crawl_Death_to_Stand

Human_Standing_Idle_Loop *

Human_Holding_breath_01

Human_Holding_breath_01_Idle_To_Loop

Human_Holding_breath_01_Loop *

Human_Holding_breath_01_Loop_To_Idle

Human_Holding_breath_02

Human_Holding_breath_02_Idle_To_Loop

Human_Holding_breath_02_Loop_01 *

Human_Holding_breath_02_Loop_02 *

Human_Holding_breath_02_Loop_03 *

Human_Holding_breath_02_Loop_To_Idle

Human_Holding_breath_03

Human_Holding_breath_03_Idle_To_Loop

Human_Holding_breath_03_Loop

Human_Holding_breath_03_Loop_To_Idle

Human_Holding_breath_04_Turn_R

Human_Holding_breath_04_Turn_R_Idle_To_Loop

Human_Holding_breath_04_Turn_R_Loop *

Human_Holding_breath_04_Turn_R_Loop_To_Idle

Human_Holding_breath_04_Turn_L

Human_Holding_breath_04_Turn_L_Idle_To_Loop

Human_Holding_breath_04_Turn_L_Loop *

Human_Holding_breath_04_Turn_L_Loop_To_Idle

Human_Counterattack_Head_R_01

Human_Counterattack_Head_R_02

Human_Counterattack_Head_L_01

Human_Counterattack_Head_L_02

Human_Counterattack_Back

Human_Counterattack_Upper_body_R_01

Human_Counterattack_Upper_body_L_01

Human_Counterattack_Lower_body_R_01

Human_Counterattack_Lower_body_R_02

Human_Counterattack_Lower_body_L_01

Human_Counterattack_Lower_body_L_02

Human_Counterattack_Lower_kick_R *

Human_Counterattack_Lower_kick_L

Human_Counterattack_Step_On

Human_Hit_Neck_R

Human_Hit_Neck_L *

Human_Hit_Chest *

Human_Hit_Back *

Human_Hit_Arm_R *

Human_Hit_Arm_L *

Type2_Bite_Bitten_ATK_01_Combined_Kick

Type2_Bite_Bitten_VIC_01_Combined_Kick

Type2_Bite_Bitten_ATK_01_Combined_Push_Off

Type2_Bite_Bitten_VIC_01_Combined_Push_Off

Type2_Bite_Bitten_ATK_01_Start

Type2_Bite_Bitten_VIC_01_Start

Type2_Bite_Bitten_ATK_01_Loop *

Type2_Bite_Bitten_VIC_01_Loop

Type2_Bite_Bitten_ATK_01_Kick

Type2_Bite_Bitten_VIC_01_Kick

Type2_Bite_Bitten_ATK_01_Push_Off

Type2_Bite_Bitten_VIC_01_Push_Off

Type3_Bite_Bitten_ATK_01_Combined_Beat_The_Fist *

Type3_Bite_Bitten_VIC_01_Combined_Beat_The_Fist

Type3_Bite_Bitten_ATK_01_Combined_Push_Off *

Type3_Bite_Bitten_VIC_01_Combined_Push_Off

Type3_Bite_Bitten_ATK_01_Start *

Type3_Bite_Bitten_VIC_01_Start

Type3_Bite_Bitten_ATK_01_Loop *

Type3_Bite_Bitten_VIC_01_Loop

Type3_Bite_Bitten_ATK_01_Beat_The_Fist *

Type3_Bite_Bitten_VIC_01_Beat_The_Fist

Type3_Bite_Bitten_ATK_01_Push_Off *

Type3_Bite_Bitten_VIC_01_Push_Off

Type2_Bite_Bitten_ATK_02

Type2_Bite_Bitten_VIC_02

Type2_Bite_Bitten_ATK_02_Start

Type2_Bite_Bitten_VIC_02_Start

Type2_Bite_Bitten_ATK_02_Loop *

Type2_Bite_Bitten_VIC_02_Loop

Type2_Bite_Bitten_ATK_02_End

Type2_Bite_Bitten_VIC_02_End

Type3_Bite_Bitten_ATK_02 *

Type3_Bite_Bitten_VIC_02

Type3_Bite_Bitten_ATK_02_Start *

Type3_Bite_Bitten_VIC_02_Start *

Type3_Bite_Bitten_ATK_02_Loop *

Type3_Bite_Bitten_VIC_02_Loop *

Type3_Bite_Bitten_ATK_02_End *

Type3_Bite_Bitten_VIC_02_End

Type2_Bite_Bitten_Behind_ATK_01_Escaped

Type2_Bite_Bitten_Behind_VIC_01_Escaped

Type2_Bite_Bitten_Behind_ATK_02

Type2_Bite_Bitten_Behind_VIC_02

Type2_Bite_Bitten_Behind_ATK_02_Start

Type2_Bite_Bitten_Behind_VIC_02_Start

Type2_Bite_Bitten_Behind_ATK_02_Loop *

*(No Finger Animation)

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