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Interactive 3D preview (reduced-detail model, 15,056 triangles · 1.4 × 0.3 × 1.8 m · 6 animation clips). The downloadable files are the full-resolution originals.

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)

ClipFramesLoopNotes
Car Driving Idle91yeshands on the wheel, small steering corrections, glance toward the left mirror, breathing
Car Steer Left Loop61yesholding a left turn: wheel at about 45 deg (36 to 50), head into the turn
Car Steer Right Loop61yesholding a right turn: wheel at about 45 deg (36 to 50), head into the turn
Car Reverse Look Back81noright arm over the passenger seat, looks back over the right shoulder, returns to the wheel
Car Seat Belt81noreaches for the belt (belt_grab, frame 21) and clicks it in (belt_click, frame 45)
Car Enter Driver81nofrom standing beside the open driver door (left-hand drive) into the seat, 0.74 m root motion
Car Exit Driver81nofrom the seat to standing beside the door, 0.74 m root motion
Motorbike Ride Loop61yesriding posture, small body sway and head movement, feet on the pegs
Motorbike Stopped Idle91yesstopped, both feet on the ground, hands on the bars, looks around
Bicycle Ride Loop31yespedalling, one crank turn per 30 frames, feet follow the pedals
Chair Sit Idle121yesseated idle, hands on the thighs, weight shifts and a look to the side
Desk Typing Loop61yestyping 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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