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Description
Locomotion Animation Pack
24 original locomotion clips (48 files with the in-place versions) for a standard humanoid skeleton: walks, runs, sprint, crouch, strafes, backward, idles, turns in place and start/stop transitions. Every cyclic clip loops seamlessly, every clip comes in root-motion and in-place versions, and the feet stay planted.
Clips (30 fps)
| Clip | Frames | Loop | Speed / root motion |
|---|---|---|---|
| Walk Slow | 41 | yes | 0.95 m/s |
| Walk | 33 | yes | 1.40 m/s |
| Walk Brisk | 29 | yes | 1.80 m/s |
| Jog | 25 | yes | 2.80 m/s |
| Run | 23 | yes | 4.00 m/s |
| Sprint | 19 | yes | 6.20 m/s |
| Crouch Walk | 41 | yes | 0.70 m/s |
| Strafe Left Walk | 33 | yes | 1.20 m/s |
| Strafe Right Walk | 33 | yes | 1.20 m/s |
| Strafe Left Run | 23 | yes | 3.40 m/s |
| Strafe Right Run | 23 | yes | 3.40 m/s |
| Walk Backward | 35 | yes | 1.00 m/s |
| Run Backward | 23 | yes | 2.60 m/s |
| Idle | 121 | yes | - |
| Idle Variation | 181 | yes | - |
| Crouch Idle | 91 | yes | - |
| Turn Left 90 | 41 | no | turn +90 deg |
| Turn Right 90 | 41 | no | turn -90 deg |
| Turn Left 180 | 55 | no | turn +180 deg |
| Turn Right 180 | 55 | no | turn -180 deg |
| Walk Start | 43 | no | 1.12 m |
| Walk Stop | 50 | no | 1.11 m |
| Run Start | 61 | no | 4.20 m |
| Run Stop | 41 | no | 1.76 m |
Formats
- FBX for Unity and Godot (Y up, metres) and FBX for Unreal Engine 5 (UE5-style bone names, centimetres): one file per clip plus one file with all 48 takes
- BVH per clip (Y up, centimetres)
- GLB with the textured mannequin and all animations, plus the skinned mannequin FBX (Unity/Godot and UE5 versions) to import the clips onto
- .blend with every clip as a named Action and NLA strip
- clips.csv (frames, loop, root-motion distance, speed, turn angle) and check_report.txt
Skeleton
53 bones with Unity HumanBodyBones / Godot SkeletonProfileHumanoid names (Hips, Spine, Chest, UpperChest, LeftUpperArm ...) and a floor-level Root bone for root motion. The same rig as our Rigged Mannequin Base Character; the mannequin is included in the GLB and .blend. Retarget to other humanoids with Unity Humanoid, Unreal's IK Retargeter or Godot's BoneMap.
Quality, measured
- No foot sliding: planted heels and toes move at most 0.03 cm per frame after re-importing the root-motion FBX files
- Seamless loops: first and last frames match to within 0.0001 cm
- Grounded running: stance knee flexion peaks at 42 degrees in the run and sprint (38 in the jog), no knee hyperextension
- No skin interpenetration between arms and torso or between the legs on the mannequin, every clip
- Starts and stops begin or end on frame 1 of Walk / Run, so they chain straight into the cycles
Engines
Unity (Humanoid, Loop Time, Apply Root Motion), Unreal Engine 5 (UE5-named FBX, Root Motion on the sequence), Godot 4 (BoneMap with SkeletonProfileHumanoid, root_motion_track = Root). Import settings are in the README. Tested by re-import in Blender; not opened in the engines for this listing.
How it was made
Keyframed by AssetLoom with our own procedural gait solver (footstep plans with heel and toe rockers, analytic IK, knee-target pelvis heights, counter-rotating spine, lagging arm swing). No motion capture, no third-party or library motion, no AI generation. Clean and consistent rather than mocap-noisy.
Standard licence: use in personal and commercial projects; don't resell or share the files. See https://assetloom.io/licenses
Technical details
- Formats
- FBX, BVH, GLB, BLEND, CSV, TXT
- Software
- Blender, Maya, MotionBuilder, 3ds Max, Cascadeur, Houdini
- Provenance
- Procedural
- AI training
- prohibited
- Rig / skeleton
- humanoid, unity-humanoid
- Clip count
- 24
- Frame rate
- 30 fps
- In-place versions
- Yes
- Root motion
- Yes
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