Full Preview (Boxing Additional)
This asset is composed of various 187high-quality motion capture animations needed for game development.
Animation Clips consist of all looping animation Mecanim compatible.
Also, all motion is humanoid based.
We have a professional motion capture team. Our database has thousands of animations.
We are pleased to share with you our motion capture work. Please look forward to more work from us. Please stay tuned!
Animations:
Boxing (67)
Boxing Additional (120)
AA_Boxing_Basic_Guard *
AA_Boxing_High_Guard *
AA_Boxing_Sit_Down_Guard *
AA_Boxing_Low_Hand_Guard *
AA_Boxing_Philly_Shell_Guard *
AA_Boxing_Philly_Shell_Defense *
AA_Boxing_Basic_Guard_To_Philly_Shell_Defense *
AA_Boxing_Jump *
AA_Boxing_Head_Movements_01 *
AA_Boxing_Head_Movements_02 *
AA_Boxing_Feint_01
AA_Boxing_Feint_02 *
AA_Boxing_Feint_03 *
AA_Boxing_Footwork_Drills_Forward *
AA_Boxing_Footwork_Drills_Backward *
AA_Boxing_Footwork_Drills_Left *
AA_Boxing_Footwork_Drills_Right *
AA_Boxing_Walk_Forward *
AA_Boxing_Walk_Backward *
AA_Boxing_Walk_Left *
AA_Boxing_Walk_Right *
AA_Boxing_Run_Forward *
AA_Boxing_Run_Backward *
AA_Boxing_Run_Left *
AA_Boxing_Run_Right *
AA_Boxing_Jab
AA_Boxing_Jab_Body
AA_Boxing_Cross
AA_Boxing_Cross_Body
AA_Boxing_Lead_Hook
AA_Boxing_Lead_Hook_Body
AA_Boxing_Rear_Hook
AA_Boxing_Rear_Hook_Body
AA_Boxing_Lead_Uppercut
AA_Boxing_Lead_Uppercut_Body
AA_Boxing_Rear_Uppercut
AA_Boxing_Rear_Uppercut_Body
AA_Boxing_Back_Fist
AA_Boxing_Hammer_fist_01
AA_Boxing_Hammer_fist_02
AA_Boxing_Stepping_Jab
AA_Boxing_Stepping_Cross
AA_Boxing_Stepping_Back
AA_Boxing_Stepping_Lead_Hook
AA_Boxing_Stepping_Rear_Hook
AA_Boxing_ComboA_Jab_cross
AA_Boxing_ComboB_Jab_cross_hook
AA_Boxing_ComboC_Jab_jab_cross
AA_Boxing_ComboD_Jab_hook_cross
AA_Boxing_ComboE_Cross_hook_cross
AA_Boxing_ComboF_Hook_cross_hook
AA_Boxing_ComboG_Jab_cross_hook_cross
AA_Boxing_ComboH_Jab_cross_jab_cross_hook_hook *
AA_Boxing_Down_Parry_L *
AA_Boxing_Down_Parry_R *
AA_Boxing_Side_Parry_L *
AA_Boxing_Side_Parry_R *
AA_Boxing_Forearm_Parry_L *
AA_Boxing_Forearm_Parry_R *
AA_Boxing_Circle_Low_Parry_L *
AA_Boxing_Circle_Low_Parry_R *
AA_Boxing_Push_Back *
AA_Boxing_Dodge_Slip_Left *
AA_Boxing_Dodge_Slip_Right *
AA_Boxing_Dodge_Pull_Back *
AA_Boxing_The_Bob_n_Weave_Left *
AA_Boxing_The_Bob_n_Weave_Right *
AA_Boxing_Basic_Guard *
AA_Boxing_Get_Hit_Type01_Head *
AA_Boxing_Get_Hit_Type02_Head *
AA_Boxing_Get_Hit_Type03_Head *
AA_Boxing_Get_Hit_Type04_Head_R *
AA_Boxing_Get_Hit_Type05_Head_R *
AA_Boxing_Get_Hit_Type06_Head_L *
AA_Boxing_Get_Hit_Type07_Head_L *
AA_Boxing_Get_Hit_Type08_Chest_R *
AA_Boxing_Get_Hit_Type09_Chest_L *
AA_Boxing_Get_Hit_Type10_Upperbody *
AA_Boxing_Get_Hit_Type11_Upperbody *
AA_Boxing_Get_Hit_Type12_Upperbody *
AA_Boxing_Get_Hit_Type13_Upperbody_R *
AA_Boxing_Get_Hit_Type14_Upperbody_R *
AA_Boxing_Get_Hit_Type15_Upperbody_L *
AA_Boxing_Get_Hit_Type16_Upperbody_L *
AA_Boxing_Stagger_Backward_Type01_Head *
AA_Boxing_Stagger_Backward_Type02_Head_R *
AA_Boxing_Stagger_Backward_Type03_Head_L *
AA_Boxing_Stagger_Backward_Type04_Upperbody *
AA_Boxing_Stagger_Backward_Type05_Upperbody_R *
AA_Boxing_Stagger_Backward_Type06_Upperbody_L *
AA_Boxing_Stagger_Backward_Type07_Head *
AA_Boxing_Stagger_Backward_Type08_Head_R *
AA_Boxing_Stagger_Backward_Type09_Head_L *
AA_Boxing_Stagger_Backward_Type10_Upperbody *
AA_Boxing_Stagger_Backward_Type11_Upperbody_R *
AA_Boxing_Stagger_Backward_Type12_Upperbody_L *
AA_Boxing_Stagger_Backward_Type13_Head *
AA_Boxing_Stagger_Backward_Type15_Upperbody_R *
AA_Boxing_Stagger_Backward_Type16_Upperbody_R *
AA_Boxing_Stagger_Backward_Type17_Upperbody_L *
AA_Boxing_Stagger_Backward_Type18_Upperbody_L *
AA_Boxing_Knock_Down_Type01_Start *
AA_Boxing_Knock_Down_Type01_Loop *
AA_Boxing_Knock_Down_Type01_Get_Up *
AA_Boxing_Knock_Down_Type02_Start *
AA_Boxing_Knock_Down_Type02_Loop *
AA_Boxing_Knock_Down_Type02_Get_Up *
AA_Boxing_Knock_Down_Type03_Start *
AA_Boxing_Knock_Down_Type03_Loop *
AA_Boxing_Knock_Down_Type03_Get_Up *
AA_Boxing_Knock_Down_Type04_Start *
AA_Boxing_Knock_Down_Type04_Loop *
AA_Boxing_Knock_Down_Type04_Get_Up *
AA_Boxing_Knock_Down_Type05_Start *
AA_Boxing_Knock_Down_Type05_Loop *
AA_Boxing_Knock_Down_Type05_Get_Up *
AA_Boxing_Knock_Down_Type06_Start *
AA_Boxing_Knock_Down_Type06_Loop *
AA_Boxing_Knock_Down_Type06_Get_Up *
AA_Boxing_Taunt_Type01 *
AA_Boxing_Taunt_Type02 *
AA_Boxing_Taunt_Type03 *
AA_Boxing_Taunt_Type04 *
AA_Boxing_Taunt_Type05 *
AA_Boxing_Taunt_Type06 *
AA_Boxing_Winning_Type01 *
AA_Boxing_Winning_Type02 *
AA_Boxing_Winning_Type03 *
AA_Boxing_Winning_Type04 *
AA_Boxing_Winning_Type05 *
AA_Boxing_Winning_Type06 *
AA_Boxing_Winning_Type07 *
AA_Boxing_Standing_Idle_Loop *
AA_Boxing_Philly_Shell_Guard *
AA_Boxing_Philly_Shell_Jab_Up *
AA_Boxing_Philly_Shell_Jab_Body *
AA_Boxing_Philly_Shell_Cross *
AA_Boxing_Philly_Shell_Cross_Body *
AA_Boxing_Philly_Shell_Rear_Uppercut_Type01 *
AA_Boxing_Philly_Shell_Rear_Uppercut_Type02 *
AA_Boxing_Philly_Shell_Rear_Uppercut_Body *
AA_Boxing_Philly_Shell_Check_Hook *
AA_Boxing_Philly_Shell_Rear_Parry *
AA_Boxing_Philly_Shell_Slip_Out *
AA_Boxing_Philly_Shell_Lay_Back *
AA_Boxing_Philly_Shell_Shoulder_Roll *
AA_Boxing_Philly_Shell_Lead_Wedge_Block *
AA_Boxing_Philly_Shell_Rear_Catch *
AA_Boxing_Philly_Shell_Bend_At_Waist *
AA_Boxing_Philly_Shell_Bend_Waist_n_Smother *
AA_Boxing_Philly_Shell_Bend_Waist_n_Smother_Turn *
AA_Boxing_Philly_Philly_Shell_Forearm_Deflect *
AA_Boxing_Philly_Shell_Rear_Elbow_Block *
AA_Boxing_Philly_Shell_Side_Step *
AA_Boxing_Philly_Shell_Step_Away *
AA_Boxing_Philly_Shell_Knock_Down_Type01_Start *
AA_Boxing_Philly_Shell_Knock_Down_Type01_Loop *
AA_Boxing_Philly_Shell_Knock_Down_Type01_Get_Up *
AA_Boxing_Philly_Shell_Knock_Down_Type02_Start *
AA_Boxing_Philly_Shell_Knock_Down_Type02_Loop *
AA_Boxing_Philly_Shell_Knock_Down_Type02_Get_Up *
AA_Boxing_Philly_Shell_Knock_Down_Type03_Start *
AA_Boxing_Philly_Shell_Knock_Down_Type03_Loop *
AA_Boxing_Philly_Shell_Knock_Down_Type03_Get_Up *
AA_Boxing_Philly_Shell_Knock_Down_Type04_Start *
AA_Boxing_Philly_Shell_Knock_Down_Type04_Loop *
AA_Boxing_Philly_Shell_Knock_Down_Type04_Get_Up *
AA_Boxing_Philly_Shell_Knock_Down_Type05_Start *
AA_Boxing_Philly_Shell_Knock_Down_Type05_Loop *
AA_Boxing_Philly_Shell_Knock_Down_Type05_Get_Up *
AA_Boxing_Philly_Shell_Knock_Down_Type06_Start *
AA_Boxing_Philly_Shell_Knock_Down_Type06_Loop *
AA_Boxing_Philly_Shell_Knock_Down_Type06_Get_Up *
AA_Boxing_Philly_Shell_Taunt_Type01 *
AA_Boxing_Philly_Shell_Taunt_Type02 *
AA_Boxing_Philly_Shell_Taunt_Type03 *
AA_Boxing_Philly_Shell_Taunt_Type04 *
AA_Boxing_Philly_Shell_Taunt_Type05 *
AA_Boxing_Philly_Shell_Taunt_Type06 *
AA_Boxing_Philly_Shell_Winning_Type01 *
AA_Boxing_Philly_Shell_Winning_Type02 *
AA_Boxing_Philly_Shell_Winning_Type03 *
AA_Boxing_Philly_Shell_Winning_Type04 *
AA_Boxing_Philly_Shell_Winning_Type05 *
AA_Boxing_Philly_Shell_Winning_Type06 *
AA_Boxing_Philly_Shell_Winning_Type07 *
AA_Boxing_Philly_Shell_Standing_Idle_Loop *
*(No Finger Animation)
Rigged to Epic skeleton: Yes
Number of Animations: 187
Animation types: Root-Motion
Number of Characters: 1
Vertex Counts of Characters: 106462
Number of Materials and Material Instances: 6
Supported Development Platforms:
Windows: Yes
Mac: Yes