Animation sheets

Note

Animations marked with (W) must use warp motion.

Note

Animations marked with (FIK) must use feet IK.

Note

Animations marked with (L) must loop.

Biped per-character

These are animations where sharing them between character is discouraged, that’s because these are the animations that differentiate between characters the most.

Name

Description

Duration

Idle (FIK) (L)

Standing pose, this pose should communicate something about how the character is and other environmental factors guch as the weight of their gear.

40-50 frames

Walk (FIK) (L)

Slow walking, like you would see in a non-agitated every day walking scenario, must be done in Contact-L -> Contact-R -> Contact-L form.

MUST be 60 frames long for the procedural stride system.

Running (FIK) (L)

Running, in a rush but without looking like the character is using up all their energy.

MUST be 60 frames long for the procedural stride system.

Player specific

Name

Description

Duration

Sprint heavy (FIK) (L)

Running animation with more weight in the stride and a more curved back, used for the animation system to create a “bounce” effect when starting a sprint.

MUST be 60 frames long for the procedural stride system.

Wallrun (W)

The character reaches a wall and starts runnning up it.

~50 frames.

Edge slide down (W)

The character crouches reaches the ledge with their right hand and uses it as a pivot to slide down it, use for sliding off low to the ground ledges.

~40 frames.

Standing to ledge grab (W)

The start is similar to edge slide down, however instead of sliding off the edge and landing the character pivots from the hand to turn aroud 180 degrees and grab the ledge.

~40 frames.

Vault (W)

The character runs towards the object jumps and uses their hand as a support on the object itself, the character then uses their momentum to jump over the object.

~70 frames.

Ledge grabbed idle (L)

Idle animation of the character hanging off a ledge with their feet on the wall. Acquiring a posture similar to a frog or a cat.

40-50 frames

Ledge grabbed dangling idle (L)

Idle animation of the character hanging off a ledge with their feet not supported by anything, the head height should be lower than the normal ledge grabbed idle.

40-50 frames

Crouched idle (FIK)

Idle standing pose for the character while crouched, also used for beam walking.

40-50 frames

Crouched walk (FIK)

Character walking while crouched. The character will rise their hip a little bit. Also used for beam walking.

MUST be 60 frames long for the procedural stride system.

Crouched spring (FIK)

Character running while crouched. The character will rise their hip even more compared to the walk. Also used for beam walking.

MUST be 60 frames long for the procedural stride system.

Back eject (W)

Character pushes against a wall and uses it to turn around, effectively turning around 180 degrees.

~50 frames.

Short hop (W)

From a standing position, the character jumps forward closing a small gap.

~30 frames.

Down jump (W)

Character jumps down from the current standing position, it should give a feeling that the character is throwing itself off a high point instead of simply being magically moved.

~50 frames.

Down jump idle (L)

Animation played after the character has done a down jump and is currently falling.

Any.

Hard landing (W)

Hard hit of the ground, the character should be visibly in pain.

~70 frames.

Rolling landing (W)

Character hits the ground from a fall and performs a typical parkour roll.

~40 frames.

Sprint turn (W)

Character suddenly stops running and changes its direction 180 degrees.

~50 frames.