Katana Animation Set

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A set of 51 katana animations built for Samurai, Ninjas, and other characters wielding a Japanese sword.

  • Supported Platforms
  • Supported Engine Versions
    4.17-4.20

Description


VIDEO PREVIEW

This is a set of 51 hand-crafted animations (not motion capture!) of a character wielding a katana.

  • Includes a full suite of combat and locomotion animations
  • Each combo attack animation starts at the end of the previous slash, and ends with the character returning to the idle pose. This is to support smoothly transitioning back to idle even if attacks are ended mid-combo.
  • A basic, placeholder katana mesh is included for demonstration.
  • Uses the UE4 Mannequin rig.
  • All animations have root motion and in-place variants.
  • Source FBX files are located in the SourceFiles folder.


Animation List:

Idle

Sheathe

Unsheathe

WalkForward

WalkForwardLeft

WalkForwardRight

WalkLeft

WalkRight

WalkBack

WalkBackLeft

WalkBackRight

RunForward

RunForwardLeft

RunForwardRight

RunLeft

RunRight

RunBack

RunBackLeft

RunBackRight

Sprint

DodgeForward

DodgeForwardLeft

DodgeForwardRight

DodgeLeft

DodgeRight

DodgeBack

DodgeBackLeft

DodgeBackRight

JumpFull

JumpStart

JumpFallLoop

JumpEnd

Attack1

Attack2

Attack3

Combo1_Attack1

Combo1_Attack2

Combo1_Attack3

Combo1_Attack4

Combo2_Attack1

Combo2_Attack2

Combo2_Attack3

BlockStart

BlockLoop

BlockHit

BlockEnd

StaggerForward

StaggerLeft

StaggerRight

StaggerBack

Death

Technical Details


Features: Third person katana attack and movement animations

Scaled to Epic skeleton: Yes

Rigged to Epic skeleton: Yes

Animated: Yes

Number of Animations: 51 root motion + 51 in-place

Animation types: Root Motion and In-Place

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows

Important/Additional Notes:

  • These animations utilize the ik_hand_gun joint of the UE4 skeleton for placement of the weapon. For use on an existing character, 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 isn't true for your mesh, the Relative Location of the socket can be adjusted to position the weapon correctly.

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