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Interactive 3D preview (reduced-detail model, 15,056 triangles · 1.4 × 0.3 × 1.8 m · 5 animation clips). The downloadable files are the full-resolution originals.

Description

Jumps, Falls and Interactions Pack

14 original clips: a standing vertical jump and long jump, a jump start, airborne loop and soft or hard landing you can chain for any height, a stumble and recovery, and everyday interactions: pick up and put down a box, push a button, knock on a door, throw overhand and wave. Root-motion and in-place versions of every clip.

Character animation only; optional alignment blockouts included for the box, button and door.

Clips (30 fps)

ClipFramesLoopNotes
Idle Ready121yesstanding idle, start and end pose of the jumps and interactions
Jump InPlace56notwo-footed vertical jump, 0.30 m, take_off frame 17, land frame 31
Jump Forward61nostanding long jump, 1.0 m root motion, take_off frame 17, land frame 30
Jump Start23nocrouch and take off, ends in the airborne pose of Fall_Loop
Fall Loop41yesairborne loop: legs and arms balancing, for jumps and falls of any height
Land Soft41nofrom the airborne pose: touch down (frame 5), absorb, stand
Land Hard61nofrom the airborne pose: deep absorb with the right hand on the floor, slow rise
Stumble Recover55noshoved from behind: three catching steps, recovers upright, 0.83 m root motion
Pick Up Floor71nosquat, palms on the sides of a 30 cm box on the floor (grab frame 29), lift to the chest
Put Down Floor71nothe reverse: box from the chest to the floor (release frame 43)
Push Button45noindex finger presses a wall button at chest height (press frame 19)
Knock On Door61nothree knocks with the knuckles (frames 21, 28, 35)
Throw Overhand55noright-hand overhand throw with a step, ball released at frame 25, 0.24 m root motion
Wave61noright hand raised, three waves, back to the idle

Built for gameplay

  • Jump Start, Fall Loop and the landings chain into jumps or falls of any height
  • Event frames for take-off, landing, grab, release, button press, knocks and the throw release
  • Interactions start and end on a shared idle, so they slot into any state machine

Hands checked on the skin

  • Palms on the box sides, fingertip on the button and knuckles on the door, measured against the blockouts (within 0.1 cm at the contact frames)
  • Fists, pointing finger, ball grip and open wave hand shaped per clip; no hand passes through the other hand or a leg

Formats

  • FBX per clip for Unity/Godot and Unreal Engine 5 (UE5-style names, centimetres), plus all-takes files
  • GLB per clip (skeleton only) and a mannequin GLB with every animation
  • BVH per clip, a .blend with Actions and NLA strips, the skinned mannequin FBX, Rig/bone_map.json, clips.csv and check_report.txt

Quality, measured

  • Planted feet move at most 0.04 cm per frame after re-import; loop seams under 0.001 cm
  • Skin stays above the floor (lowest point 0.12 cm below on single frames) and no body parts intersect
  • Every exported file re-imported and checked in Blender

Engines

Unity (Humanoid), Unreal Engine 5 (UE5-named FBX + skinned mannequin), Godot 4 (GLB). Tested by re-import in Blender; not opened in the engines for this listing.

How it was made

Keyframed pose to pose by AssetLoom: ballistic hips while airborne, legs switching between planted IK and FK in the air, analytic hand placement on the props. No motion capture, no third-party or library motion, no AI generation. Right-handed interactions; stylised game timing.

Standard licence: use in personal and commercial projects; don't resell or share the files. See https://assetloom.io/licenses

Technical details

Formats
FBX, GLB, BVH, BLEND, JSON, CSV, TXT
Software
Blender, Maya, MotionBuilder, 3ds Max, Cascadeur, Houdini
Provenance
Human-made
AI training
prohibited
Rig / skeleton
humanoid, unity-humanoid
Clip count
14
Frame rate
30 fps
In-place versions
Yes
Root motion
Yes

Version history

Latest version 1.1.0, released .

  1. 1.1.0

    1.1.0: Throw Overhand rebuilt as a proper overhand throw: side-on stance with the lead arm at the target, weight back then forward with the stride, hips opening before the shoulders, elbow at shoulder height with the arm cocked back, release in front of the head at frame 25 and a follow-through across the body. Previews re-rendered.

  2. 1.0.0

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