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






















