Shooter Rifle Animations

Video demo

Interactive demo

Adding the virtual bones to your own skeleton

This pack consists of handcrafted tactical animations for the full-body mannequin from UE4 holding a rifle. Can be used for external view and for view from a camera attached to the head (true 1st person view). Arms and head were animated so that the gun moves nicely in the head camera’s view at all times.

Includes BlendSpaces for blending movement in all directions and to seamlessly transition between idle, walking, jogging and running.

Includes AimOffsets1D for aiming up and down.

Includes an Anim Blueprint with IK nodes for the hands to keep them correctly attached to the gun. It uses two virtual bones as IK targets for the hands.

If using a camera attached to the head, it’s recommended to set the Near Clip Plane in Project Settings to a relatively low value (for example 3) in Settings -> Project Settings -> Engine – General Settings

Technical Details

Features:

Rigged to Epic skeleton: Yes

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

Number of Animations: 49, being:

  • 6-direction walk (fwd diagonals are achieved through blending fwd and laterals in BlendSpace)
  • 6-direction walk aim (fwd diagonals are achieved through blending fwd and laterals in BlendSpace)
  • 6-direction jog (fwd diagonals are achieved through blending fwd and laterals in BlendSpace)
  • 6-direction run (fwd diagonals are achieved through blending fwd and laterals in BlendSpace)
  • 6-direction crouch walk (fwd diagonals are achieved through blending fwd and laterals in BlendSpace)
  • 6-direction crouch walk aim (fwd diagonals are achieved through blending fwd and laterals in BlendSpace)
  • 1 idle
  • 1 idle aim
  • 1 crouch idle
  • 1 crouch idle aim
  • 1 reload empty chamber
  • 1 reload loaded chamber
  • 1 fire
  • 1 fire aim
  • 1 equip
  • 1 unequip
  • 1 jump start
  • 1 jump loop
  • 1 jump end

Number of animation montages: 1 (fire montage that splits firing in loop section and end section)

Number of BlendSpaces: 4, being:

  • 1 standing idle -> walk -> jog -> run
  • 1 standing aim idle -> walk
  • 1 crouch idle -> walk
  • 1 crouch aim idle -> walk

Number of AimOffsets 1D: 2, being:

  • 1 idle
  • 1 idle aim

Animation types: In-Place (no Root Motion)


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