Frank Platformer 1 (215 Anim)

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*** caution***Please consider this part before purchasing.

  • There is no rotation animation in place
  • No Start or End animations from/to idle
  • There are no breaks in idle, two is a standard
  • No Look around aimoffsets
  • Root motion is not included in movement motion. Except for a few assets.
  • I am blocked from posting on the forum and asset QnA, so please send inquiries to my e-mail.
  • If you want to modify or add motion There is an extra charge of about $150 per motion.
  • Most RootMotion problems are related to development systems, so if it doesn’t suit you, I recommend not buying it.

——————————————————————————————————————————Preview VideoRetargeting to UE5 Mannequin (Video)

After a long production time, Frank Platformer Basic was finished.

All motions were handmade by one person and were made based on 60FPS.

< Update >

Sliding In-Place

Motion List Docs3 ——Idle

13 —–Moving_In-Place

26 —–Lean Moving

6——-Sliding

6——-Knock Down

7——-Stumble

20——Jumping

3——-Double Jumping

4——-Air_Loop

3——-Getup

3——-Landing

12——-Turn 45 90 180

9——-Attack

7——-Weapon_Atk

5——-Damaged

16——Climb

9——-Climb_RM

13——Ledge

10——Pipe

8——-Dodge

5——-Action

3——-Crouch

3——-Idle_Action

13——Moving(RM)

5——-Jumping(0Height)

3——-Double Jumping(0Height)

2——-Chest Box

You can check the current production status here

Technical Details

Features:

—-All motions were made by hand and exported at 60FPS.

—-A basic mesh for platformer is provided.

—-In the mannequin mesh, an arrow mesh is included to easily indicate the movement of the root.

Rigged to Epic skeleton: (Yes)

If rigged to the Epic skeleton, IK bones are included: (Yes)

Number of Animations: 

215  Frank Platformer Cartoon215  Frank Mannequin2  chest BoxAnimation types (Root Motion + In-place)

Number of Characters:

Frank Platformer

Mannequin

Chest Box

Supported Development Platforms:

Windows: (Yes)

Mac: (Yes)

DocumentationFrank Platformer Anims

Important/Additional Notes:

The provided Platformer Mesh has a different bone length from Mannequin.

Therefore, when using for Mannequin, please use Anim of 00_Mannequin included in Asset.


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