Loading 3D preview…
Description
Melee Weapon Combat Pack
26 original melee clips in two styles, sword and shield and two-handed greatsword: combat idle, draw, sheathe, three light attacks and a 3-hit combo, heavy overhead, thrust, block, parry, hit reaction and death. Every clip comes in root-motion and in-place versions. Includes our own sword, round shield and greatsword props and socket bones for weapon attachment.
Clips (30 fps)
| Clip | Frames | Loop | Notes |
|---|---|---|---|
| SS Idle Combat | 61 | yes | sword and shield: combat stance, loop |
| SS Draw | 41 | no | sword and shield: draw from the sheath; grab_weapon event at frame 13 (sword from the left hip / greatsword from the back) |
| SS Sheathe | 45 | no | sword and shield: return to the sheath; release_weapon event at frame 21 |
| SS Attack Light 1 | 33 | no | sword and shield: light slash, right to left |
| SS Attack Light 2 | 33 | no | sword and shield: light backhand slash, left to right |
| SS Attack Light 3 | 35 | no | sword and shield: light rising / diagonal cut |
| SS Combo 3Hit | 71 | no | sword and shield: the three light attacks chained |
| SS Attack Heavy Overhead | 41 | no | sword and shield: heavy overhead strike |
| SS Thrust | 37 | no | sword and shield: lunging thrust, 0.32 m root motion |
| SS Block | 31 | no | sword and shield: block and absorb a hit |
| SS Parry | 27 | no | sword and shield: deflect outward |
| SS Hit Reaction | 29 | no | sword and shield: recoil and recover |
| SS Death | 61 | no | sword and shield: falls backward, weapon on the floor |
| TH Idle Combat | 61 | yes | two-handed: combat stance, loop |
| TH Draw | 41 | no | two-handed: draw from the sheath; grab_weapon event at frame 13 (sword from the left hip / greatsword from the back) |
| TH Sheathe | 45 | no | two-handed: return to the sheath; release_weapon event at frame 21 |
| TH Attack Light 1 | 35 | no | two-handed: light slash, right to left |
| TH Attack Light 2 | 35 | no | two-handed: light backhand slash, left to right |
| TH Attack Light 3 | 35 | no | two-handed: light rising / diagonal cut |
| TH Combo 3Hit | 71 | no | two-handed: the three light attacks chained |
| TH Attack Heavy Overhead | 41 | no | two-handed: heavy overhead strike |
| TH Thrust | 37 | no | two-handed: lunging thrust, 0.32 m root motion |
| TH Block | 31 | no | two-handed: block and absorb a hit |
| TH Parry | 27 | no | two-handed: deflect outward |
| TH Hit Reaction | 29 | no | two-handed: recoil and recover |
| TH Death | 61 | no | two-handed: falls backward, weapon on the floor |
Props and sockets
- Arming sword (310 triangles), round shield (582), greatsword (310): PBR steel, leather and wood materials
- Socket bones (children of the standard skeleton, prefixed
x_):x_hand_r_weapon,x_hand_l_weapon,x_hand_l_shield,x_back,x_hip_l - A socketed mannequin FBX (Unity/Godot and UE5) with the props already placed, plus Rig/sockets.json
- Draw and sheathe come with grab/release frames for switching the weapon between sheath and hand
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 one GLB per style with mannequin, props and clips
- BVH per clip, a .blend with sockets, props, Actions and NLA strips, Rig/bone_map.json, clips.csv and check_report.txt
Quality, measured
- Planted feet move at most 0.021 cm per frame after re-import
- Blade and shield checked against the body on every frame: an automatic avoidance pass keeps them clear (at most 4 triangles of contact, while drawing and sheathing)
- Two-handed swings bring the forearms together, so the forearm skins touch on some transition frames (documented)
Engines
Unity (Humanoid), Unreal Engine 5 (UE5-named FBX + socketed mannequin), Godot 4 (GLB, BoneAttachment3D). Tested by re-import in Blender; not opened in the engines for this listing.
How it was made
Keyframed pose to pose by AssetLoom in weapon space: each key sets the grip position and blade direction, solved with arm IK and hand orientation. Props modelled procedurally by AssetLoom. No motion capture, no third-party or library motion, no AI generation. Right-handed; 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
- 26
- Frame rate
- 30 fps
- In-place versions
- Yes
- Root motion
- Yes
Reviews
Own this asset? Sign in to review it.
No reviews yet. Owners can share how the asset worked for them.
Questions & comments
Sign in to ask the creator a question.
No questions yet. Ask about formats, compatibility or licensing.