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Description
Vehicle and Seated Animation Pack
12 original clips for getting characters into vehicles and seats: car driving idle, holding left and right turns, reversing while looking back, putting on the seat belt, entering and exiting through the driver door; motorbike riding and stopped; bicycle pedalling; chair idle and desk typing. Root-motion and in-place versions of every clip.
Character animation only; optional alignment blockouts included. No vehicle or furniture models: the clips drive the character, you supply the car, bike or chair.
Clips (30 fps)
| Clip | Frames | Loop | Notes |
|---|---|---|---|
| Car Driving Idle | 91 | yes | hands on the wheel, small steering corrections, glance toward the left mirror, breathing |
| Car Steer Left Loop | 61 | yes | holding a left turn: wheel at about 45 deg (36 to 50), head into the turn |
| Car Steer Right Loop | 61 | yes | holding a right turn: wheel at about 45 deg (36 to 50), head into the turn |
| Car Reverse Look Back | 81 | no | right arm over the passenger seat, looks back over the right shoulder, returns to the wheel |
| Car Seat Belt | 81 | no | reaches for the belt (belt_grab, frame 21) and clicks it in (belt_click, frame 45) |
| Car Enter Driver | 81 | no | from standing beside the open driver door (left-hand drive) into the seat, 0.74 m root motion |
| Car Exit Driver | 81 | no | from the seat to standing beside the door, 0.74 m root motion |
| Motorbike Ride Loop | 61 | yes | riding posture, small body sway and head movement, feet on the pegs |
| Motorbike Stopped Idle | 91 | yes | stopped, both feet on the ground, hands on the bars, looks around |
| Bicycle Ride Loop | 31 | yes | pedalling, one crank turn per 30 frames, feet follow the pedals |
| Chair Sit Idle | 121 | yes | seated idle, hands on the thighs, weight shifts and a look to the side |
| Desk Typing Loop | 61 | yes | typing at a desk, finger and wrist motion, small head movement |
Fitting it to your vehicle
- The character's Root sits on the floor under the seated hips: parent it to your seat and line it up
- Optional extras (Extras/alignment-proxies/): simple blockouts of the seat, wheel, pedals, bikes, chair and desk the clips were keyed against, plus contact_points.json with the positions the hands and feet expect. Alignment helpers only, not finished models
- Seat belt clip has belt_grab and belt_click event frames; the bicycle crank turns once per loop
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 character-only .blend with Actions and NLA strips, the skinned mannequin FBX, Rig/bone_map.json, clips.csv and check_report.txt
Quality, measured
- Planted feet do not slide (0.000 cm per frame on the re-imported FBX)
- Loop seams under 0.001 cm; every exported file re-imported and checked in Blender
- Skin checked against the alignment proxies on every second frame: 0.5 to 4.4 cm of contact where the body rests on the seat or saddle
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 against simple proxy geometry: hands solved with arm IK on the wheel rim, grips and keyboard; feet planted on the pedals, pegs and floor. No motion capture, no third-party or library motion, no AI generation. Car clips are left-hand drive (mirror for right-hand drive). The optional proxies are blockouts, not finished vehicles.
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
- 12
- Frame rate
- 30 fps
- In-place versions
- Yes
- Root motion
- Yes
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