Hammer Animation Set

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A set of 43 animations for heavy two-handed weapons such as hammers and axes.

  • Supported Platforms
  • Supported Engine Versions
    4.15-4.18

Description


VIDEO PREVIEW

UPDATE 1 VIDEO PREVIEW

====================================

UPDATE 1: Diagonal Movement

Adds 12 new animations for diagonal movement. See the updated Animation List below.

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This is a set of 43 hand-crafted (not motion capture) third person animations to be used with heavy two-handed weapons such as hammers, axes, or maces.


- All animations have In-Place and Root Motion variations

- A placeholder hammer mesh is included for demonstration

- Source FBX files are located in: Content\HammerAnimationSet\SourceFiles


Animation List:

Idle

WalkForward

WalkBackward

WalkLeft

WalkRight

RunForward

RunBackward

RunLeft

RunRight

Sprint

DashForward

DashBackward

DashLeft

DashRight

JumpFull

JumpStart

JumpFall

JumpLand

Attack1

Attack2

Attack3

HeavyAttack1

HeavyAttack2

LeapAttack

Kick

Flinch

StaggerForward

StaggerBackward

StaggerLeft

StaggerRight

Death


Update 1 Animation List:

WalkForwardLeft

WalkForwardRight

WalkBackwardLeft

WalkBackwardRight

RunForwardLeft

RunForwardRight

RunBackwardLeft

RunBackwardRight

DashForwardLeft

DashForwardRight

DashBackwardLeft

DashBackwardRight

Technical Details


Features: Movement and combat animations for large two handed weapons such as hammers, axes or maces.

Scaled to Epic skeleton: Yes

Rigged to Epic skeleton: Yes

Animated: Yes

Number of Animations: 43

Animation types: In-Place and Root Motion

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows

Documentation: N/A

Important/Additional Notes:

- These animations use the ik_hand_gun joint of the UE4 skeleton for placement of the weapon. For use on an existing character that uses this skeleton, you must add a socket to this joint and attach your weapon to it.

- The animations assume the origin of the weapon mesh is at the very bottom of its handle. If this is not true for your mesh, the Relative Location of the socket can be adjusted to position the weapon correctly.

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