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

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)

ClipFramesLoopSpeed / root motion
Walk Slow41yes0.95 m/s
Walk33yes1.40 m/s
Walk Brisk29yes1.80 m/s
Jog25yes2.80 m/s
Run23yes4.00 m/s
Sprint19yes6.20 m/s
Crouch Walk41yes0.70 m/s
Strafe Left Walk33yes1.20 m/s
Strafe Right Walk33yes1.20 m/s
Strafe Left Run23yes3.40 m/s
Strafe Right Run23yes3.40 m/s
Walk Backward35yes1.00 m/s
Run Backward23yes2.60 m/s
Idle121yes-
Idle Variation181yes-
Crouch Idle91yes-
Turn Left 9041noturn +90 deg
Turn Right 9041noturn -90 deg
Turn Left 18055noturn +180 deg
Turn Right 18055noturn -180 deg
Walk Start43no1.12 m
Walk Stop50no1.11 m
Run Start61no4.20 m
Run Stop41no1.76 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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