Rifle - 3D Character Animations

By MoCap Online

$ 5.99

RIFLE: MOCAP ANIMATION PACKS - MILITARY STYLE, SHOOTER 3D CHARACTER ANIMATIONS FOR GAME DEVELOPMENT & CG PRODUCTION

RIFLE RELAXED, RIFLE POINTED, SHOOT, CROUCH, WALK, JOG, JUMP, TURN, AIM, DEATH & TRANSITIONS

Lock and Load! Grab your Rifle and get into battle with our Rifle MoCap Animation Packs. Whether your character charges in Rambo style with gun-drawn or stealthily flanks the enemy with gun-down, you'll have the moves you need with MoCap Online - Rifle: 3D Character Animations for game development and 3D production.

*Animation Pack
#Starter-BIP

24+ Rifle Animations In .Bip Format

Includes: Stands, Turn Loops, Aim Offsets, Fire/Shoot, Walk, Crouch, Jog, & Split Jumps.

A small set of MCO Rifle Animations. Stand-aim with gun up/down aim offset, standing turns & fire animations. Forward animations of character walking, crouch-walking, jogging, and jumping, all while aiming. Simple starter animations to get your military style rifle character shooting.

11 Animations - 6 AIM OFFSETS, 5 SPLIT JUMPS - 33 Total Animation Files

BIP - Motion Capture 3D Character Animation provided in biped .BIP file format.

    *3D character animations in Biped format with standard bip bone names for 3D Studio Max and other 3D software that accepts .bip file format.
Technical Info
#Starter-BIP
ID: BIP-Rifle-Starter
Format: BIP
Anim Count: 11
Total Files: 33

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.7A2
  • NEW "MotusMan_v55" Biped.
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops, and Landings.
  • Animations added, naming corrections & tweeks.
  • Various Minor Fixes.
Notes
  • All with Root Motion and In-Place IPC curves. (In Place Custom)
  • Pistol Starter 2.7 matches the animation set of Rifle Starter 2.7.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • The "Right Hand Middle 1" finger bone is now used for attaching the Rifle, and all Animations updated to use it.
  • The original custom added “hand_r_wep” bone is no longer used.
  • The "Right Hand Middle 1" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before. Please see the included "Rifle Position NOTES" document.
  • Please see included notes on "MotusMan_v55_NOTES".
.BIP Format
  • All animations are .bip format, standard bip bone names.
  • Animations are on our MotusMan_V55 Biped.
  • 3D character animations in Biped format for 3D Studio Max and other 3D software that accepts .bip file format.
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Starter-FBX

24+ Rifle Shooter Animations In .Fbx Format

Includes: Stands, Turn Loops, Aim Offsets, Fire/Shoot, Walk, Crouch, Jog, & Split Jumps.

A small set of MCO Rifle Animations. Stand-aim with gun up/down aim offset, standing turns & fire animations. Forward animations of character walking, crouch-walking, jogging, and jumping, all while aiming. Simple starter animations to get your military style rifle character shooting.

11 Animations - 6 AIM OFFSETS, 5 SPLIT JUMPS - 33 Total Animation Files

FBX - Motion Capture 3D Character Animation provided in .FBX file format.

    *.FBX character animations compatible with Autodesk Maya, Motion Builder, 3D Studio Max, Blender, and many other 3D software packages.
Technical Info
#Starter-FBX
ID: FBX-Rifle-Starter
Format: FBX
Anim Count: 11
Total Files: 33

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.7A2
  • NEW "MotusMan_v55" Biped.
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops, and Landings.
  • Animations added, naming corrections & tweeks.
  • Various Minor Fixes.
Notes
  • All with Root Motion and In-Place
  • Pistol Starter 2.7 matches the animation set of Rifle Starter 2.7.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • The "Right Hand Middle 1" finger bone is now used for attaching the Rifle, and all Animations updated to use it.
  • The original custom added “hand_r_wep” bone is no longer used.
  • The "Right Hand Middle 1" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before. Please see the included "Rifle Position NOTES" document.
  • Please see included notes on "MotusMan_v55_NOTES".
.FBX Format
  • FBX format with standard FBX bone names.
  • MotusMan_v55 Skeleton
  • .FBX character animations compatible with Autodesk Maya, Motion Builder, 3D Studio Max, Blender, and many other 3D software packages.
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Starter-ICL

24+ Rifle Animations For Iclone

Includes: Stands, Turn Loops, Aim Offsets, Fire/Shoot, Walk, Crouch, Jog, & Split Jumps.

A small set of MCO Rifle Animations. Stand-aim with gun up/down aim offset, standing turns & fire animations. Forward animations of character walking, crouch-walking, jogging, and jumping, all while aiming. Simple starter animations to get your military style rifle character shooting.

11 Animations - 6 AIM OFFSETS, 5 SPLIT JUMPS - 33 Total Animation Files

ICL - Motion Capture 3D Character Animations in iMotion format for use with iClone animation software.

    *.rlMotion MoCap Packs are compatible with iClone 7 and higher.
Technical Info
#Starter-ICL
ID: ICL-Rifle-Starter
Format: ICL
Anim Count: 11
Total Files: 33

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.7A2
  • NEW "MotusMan_v55" Biped.
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops, and Landings.
  • Animations added, naming corrections & tweeks.
  • Various Minor Fixes.
Notes
  • All with Root Motion and In-Place
  • Pistol Starter 2.7 matches the animation set of Rifle Starter 2.7.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • The "Right Hand Middle 1" finger bone is now used for attaching the Rifle, and all Animations updated to use it.
  • The original custom added “hand_r_wep” bone is no longer used.
  • The "Right Hand Middle 1" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before. Please see the included "Rifle Position NOTES" document.
  • Please see included notes on "MotusMan_v55_NOTES".
iClone
  • All motions are in .rlMotion format for iClone 7 or higher.
  • Animations provided with MotusManv55 iAvatar skeleton.
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Starter-UE4

24+ Rifle Animations For Unreal Engine

Includes: Stands, Turn Loops, Aim Offsets, Fire/Shoot, Walk, Crouch, Jog, & Split Jumps.

A small set of MCO Rifle Animations. Stand-aim with gun up/down aim offset, standing turns & fire animations. Forward animations of character walking, crouch-walking, jogging, and jumping, all while aiming. Simple starter animations to get your military style rifle character shooting.

11 Animations - 6 AIM OFFSETS, 5 SPLIT JUMPS - 33 Total Animation Files

UE4 - 3D Character Animations for Game Development in UE4 / Unreal Engine

    *Animations are delivered on the UE4 Skeleton in a Unreal Project file, along with source .fbx files. **Animations also available on the Unreal Marketplace.
Technical Info
#Starter-UE4
ID: UE4-Rifle-Starter
Format: UE4
Anim Count: 11
Total Files: 33

In-Place Animations: ALL INCLUDED AS IN-PLACE (IPC)

Latest Update: V-2.7B
  • "ik_hand_gun" IK socket animation now matches "middle_01_r" FK socket animation.
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
  • Various Minor Fixes.
Notes
  • All with Root Motion and In-Place IPC curves. (In Place Custom)
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • v2.7B: "ik_hand_gun" IK socket animation now matches "middle_01_r" FK socket animation.
  • Our IPC(in-place custom) animations have custom attributes providing continuous Speed and Rot(yaw) data curves for more flawless control and programming options, a feature used by major developers.
  • The original custom added“hand_r_wep”bone is no longer used, allowing other Characters with skeletal meshes that use the stock Epic Skeleton and proportions to easily integrate into a Project with the“Assign Skeleton”function, or the Retarget Manager. No custom rigging needed.
  • New Socket to attach Rifle on "middle_01_r", and all Animations updated to use it.
  • The "middle_01_r" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before.
  • Full Animation List has frame/seconds delay timings for Holster/UnHolster.
  • Reference Pose is an "A".
  • “A” and “T” pose files included to change the default retarget manager stance.
  • For Engine 4.13 and previous - All FBX Source animation files are included and can be imported perfectly including IPC.
  • NOTE: If you need a copy of 2.7 in the future for your existing pipeline, contact us and we can provide the files.
Unreal Engine MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Starter-UNITY

24+ Rifle Animations For Unity 3D

Includes: Stands, Turn Loops, Aim Offsets, Fire/Shoot, Walk, Crouch, Jog, & Split Jumps.

A small set of MCO Rifle Animations. Stand-aim with gun up/down aim offset, standing turns & fire animations. Forward animations of character walking, crouch-walking, jogging, and jumping, all while aiming. Simple starter animations to get your military style rifle character shooting.

11 Animations - 6 AIM OFFSETS, 5 SPLIT JUMPS - 33 Total Animation Files

UNITY - 3D Character Animations for Game Development in Unity 3D

    * Animation assets delivered as "Project Files" or "Asset Packages" in Unity file format. **Animations also available on the Unity Asset Store.
Technical Info
#Starter-UNITY
ID: UNITY-Rifle-Starter
Format: UNITY
Anim Count: 11
Total Files: 33

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.7A2
  • NEW "MotusMan_v55" Skeleton and Avatar.
  • All Animations Humanoid.
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops, and Landings.
  • Animations added, naming corrections & tweeks.
  • Various Minor Fixes.
Notes
  • All with Root Motion and In-Place
  • Pistol Starter 2.7 matches the animation set of Rifle Starter 2.7.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • The"RightHandMiddle1" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before.
  • The original custom added“hand_r_wep” bone is no longer used, allowing other Humanoid Characters to use the animation. No custom rigging needed.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • Be sure to read the included docs on Rifle Attachment and Placement: [Mocap Online - Unity Rifle Attachment](https://drive.google.com/file/d/1iI4P6d-z22io3z2-Lc4vvBXEjvcjsgrh/view)
Unity 3D
  • Latest MotusMan_V55 Skeleton and Avatar
  • All animations set as Humanoid.
  • Includes documents with https://drive.google.com/file/d/1MTFxY4y-HAZoS_KKr_qzIfrsoyz7GRt2/view
  • All animations are .fbx format, standard fbx bone names.
  • Animation assets delivered as "Project Files" or "Asset Packages" in Unity file format.
  • Animations also available on the Unity Asset Store.
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Basic-BIP

123+ Rifle Animations In .Bip Format

Includes More: Stands, Turns, Turn Loops, Aim Offsets, Fire/Shoot, Reload, Holster, Walks, Crouches, Crouch-Walks, Walks, Jogs, Runs & Split Jumps and Transitions.

A basic set of MCO Rifle Animations. Standing relaxed & rifle aiming animations in a variety of directions, while standing, crouching, walking, jogging, with split-jumps and turns. Holster weapon, firing, reload, and weapon swaps while standing and crouching. Aim offsets, turns, and transitions.

88 Animations - 13 AIM OFFSETS, 7 SPLIT JUMPS - 192 Total Animation Files

BIP - Motion Capture 3D Character Animation provided in biped .BIP file format.

    *3D character animations in Biped format with standard bip bone names for 3D Studio Max and other 3D software that accepts .bip file format.
Technical Info
#Basic-BIP
ID: BIP-Rifle-Basic
Format: BIP
Anim Count: 88
Total Files: 192

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.7A2
  • New MotusMan_V55 Biped
  • Stabilized Aim Turns
  • New Split Jumps - Improved Take-Offs, In-Air Loops and Landings.
  • Lowered Crouch Turns
  • Various Minor Fixes
Notes
  • Pistol Basic 2.7 matches the animation set of Rifle Basic 2.7.
  • Holstered Animations match our Mobility Pro and Pistol Pro, for seamless integration with our other Animation Packs.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • The "Right Hand Middle 1" finger bone is now used for attaching the Rifle, and all Animations updated to use it.
  • The original custom added “hand_r_wep” bone is no longer used.
  • The "Right Hand Middle 1" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before. Please see the included "Rifle Position NOTES" document.
  • Please see included notes on "MotusMan_v55_NOTES".
.BIP Format
  • All animations are .bip format, standard bip bone names.
  • Animations are on our MotusMan_V55 Biped.
  • 3D character animations in Biped format for 3D Studio Max and other 3D software that accepts .bip file format.
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Basic-FBX

123+ Rifle Animations In .Fbx Format

Includes More: Stands, Turns, Turn Loops, Aim Offsets, Fire/Shoot, Reload, Holster, Walks, Crouches, Crouch-Walks, Walks, Jogs, Runs & Split Jumps and Transitions.

A basic set of MCO Rifle Animations. Standing relaxed & rifle aiming animations in a variety of directions, while standing, crouching, walking, jogging, with split-jumps and turns. Holster weapon, firing, reload, and weapon swaps while standing and crouching. Aim offsets, turns, and transitions.

88 Animations - 13 AIM OFFSETS, 7 SPLIT JUMPS - 192 Total Animation Files

FBX - Motion Capture 3D Character Animation provided in .FBX file format.

    *.FBX character animations compatible with Autodesk Maya, Motion Builder, 3D Studio Max, Blender, and many other 3D software packages.
Technical Info
#Basic-FBX
ID: FBX-Rifle-Basic
Format: FBX
Anim Count: 88
Total Files: 192

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.7A2
  • New MotusMan_V55 Biped
  • Stabilized Aim Turns
  • New Split Jumps - Improved Take-Offs, In-Air Loops and Landings.
  • Lowered Crouch Turns
  • Various Minor Fixes
Notes
  • Pistol Basic 2.7 matches the animation set of Rifle Basic 2.7.
  • Holstered Animations match our Mobility Pro and Pistol Pro, for seamless integration with our other Animation Packs.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • The "Right Hand Middle 1" finger bone is now used for attaching the Rifle, and all Animations updated to use it.
  • The original custom added “hand_r_wep” bone is no longer used.
  • The "Right Hand Middle 1" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before. Please see the included "Rifle Position NOTES" document.
.FBX Format
  • FBX format with standard FBX bone names.
  • MotusMan_v55 Skeleton
  • .FBX character animations compatible with Autodesk Maya, Motion Builder, 3D Studio Max, Blender, and many other 3D software packages.
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Basic-ICL

123+ Rifle Animations For Iclone

Includes More: Stands, Turns, Turn Loops, Aim Offsets, Fire/Shoot, Reload, Holster, Walks, Crouches, Crouch-Walks, Walks, Jogs, Runs & Split Jumps and Transitions.

A basic set of MCO Rifle Animations. Standing relaxed & rifle aiming animations in a variety of directions, while standing, crouching, walking, jogging, with split-jumps and turns. Holster weapon, firing, reload, and weapon swaps while standing and crouching. Aim offsets, turns, and transitions.

88 Animations - 13 AIM OFFSETS, 7 SPLIT JUMPS - 192 Total Animation Files

ICL - Motion Capture 3D Character Animations in iMotion format for use with iClone animation software.

    *.rlMotion MoCap Packs are compatible with iClone 7 and higher.
Technical Info
#Basic-ICL
ID: ICL-Rifle-Basic
Format: ICL
Anim Count: 88
Total Files: 192

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.7A2
  • New MotusMan_V55 Biped
  • Stabilized Aim Turns
  • New Split Jumps - Improved Take-Offs, In-Air Loops and Landings.
  • Lowered Crouch Turns
  • Various Minor Fixes
Notes
  • Pistol Basic 2.7 matches the animation set of Rifle Basic 2.7.
  • Holstered Animations match our Mobility Pro and Pistol Pro, for seamless integration with our other Animation Packs.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • The "Right Hand Middle 1" finger bone is now used for attaching the Rifle, and all Animations updated to use it.
  • The original custom added “hand_r_wep” bone is no longer used.
  • The "Right Hand Middle 1" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before. Please see the included "Rifle Position NOTES" document.
iClone
  • All motions are in .rlMotion format for iClone 7 or higher.
  • Animations provided with MotusManv55 iAvatar skeleton.
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Basic-UE4

123+ Rifle Animations For Unreal Engine

Includes More: Stands, Turns, Turn Loops, Aim Offsets, Fire/Shoot, Reload, Holster, Walks, Crouches, Crouch-Walks, Walks, Jogs, Runs & Split Jumps and Transitions.

A basic set of MCO Rifle Animations. Standing relaxed & rifle aiming animations in a variety of directions, while standing, crouching, walking, jogging, with split-jumps and turns. Holster weapon, firing, reload, and weapon swaps while standing and crouching. Aim offsets, turns, and transitions.

88 Animations - 3 AIM OFFSETS, 7 SPLIT JUMPS - 192 Total Animation Files

UE4 - 3D Character Animations for Game Development in UE4 / Unreal Engine

    *Animations are delivered on the UE4 Skeleton in a Unreal Project file, along with source .fbx files. **Animations also available on the Unreal Marketplace.
Technical Info
#Basic-UE4
ID: UE4-Rifle-Basic
Format: UE4
Anim Count: 88
Total Files: 192

In-Place Animations: ALL INCLUDED AS IN-PLACE (IPC)

Latest Update: V-2.7B
  • "ik_hand_gun" IK socket animation now matches "middle_01_r" FK socket animation.
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
  • New Split Jumps - Improved Take-Offs, In-Air Loops, and Landings.
  • Lower CrouchWalks & Crouch Turns
  • Relaxed Look - aim offsets.
  • Turn In-Place Loops.
  • New faster Reloads - Including Standing and Crouching
  • New Weapon Holsters On Back and Rifle Swaps - New Socket to attach Rifle on "middle_01_r", and all Animations updated to use it.
  • A few animations added, naming corrections & tweeks
Notes
  • All with Root Motion and In-Place IPC curves. (In Place Custom)
  • Pistol Basic 2.7 matches the animation set of Rifle Basic 2.7.
  • Transitions swaps between Pistol and Rifle as well as holstering the Rifle to transition to the Mobility with no weapon.
  • Back Rifle Socket and Hip Rifle Socket with Matching Animations
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • v2.7B: "ik_hand_gun" IK socket animation now matches "middle_01_r" FK socket animation.
  • Our IPC(in-place custom) animations have custom attributes providing continuous Speed and Rot(yaw) data curves for more flawless control and programming options, a feature used by major developers.
  • The original custom added“hand_r_wep”bone is no longer used, allowing other Characters with skeletal meshes that use the stock Epic Skeleton and proportions to easily integrate into a Project with the“Assign Skeleton”function, or the Retarget Manager. No custom rigging needed.
  • New Socket to attach Rifle on "middle_01_r", and all Animations updated to use it.
  • The "middle_01_r" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before.
  • Full Animation List has frame/seconds delay timings for Holster/UnHolster.
  • Reference Pose is an "A".
  • “A” and “T” pose files included to change the default retarget manager stance.
  • For Engine 4.13 and previous - All FBX Source animation files are included and can be imported perfectly including IPC.
Unreal Engine MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Basic-UNITY

123+ Rifle Animations For Unity 3D

Includes More: Stands, Turns, Turn Loops, Aim Offsets, Fire/Shoot, Reload, Holster, Walks, Crouches, Crouch-Walks, Walks, Jogs, Runs & Split Jumps and Transitions.

A basic set of MCO Rifle Animations. Standing relaxed & rifle aiming animations in a variety of directions, while standing, crouching, walking, jogging, with split-jumps and turns. Holster weapon, firing, reload, and weapon swaps while standing and crouching. Aim offsets, turns, and transitions.

88 Animations - 13 AIM OFFSETS, 7 SPLIT JUMPS - 192 Total Animation Files

UNITY - 3D Character Animations for Game Development in Unity 3D

    * Animation assets delivered as "Project Files" or "Asset Packages" in Unity file format. **Animations also available on the Unity Asset Store.
Technical Info
#Basic-UNITY
ID: UNITY-Rifle-Basic
Format: UNITY
Anim Count: 88
Total Files: 192

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.7A2
  • New MotusMan_V55 Skeleton and Avatar
  • All Animations Humanoid
  • Lowered Crouch Turns
  • Stabilized Aim Turns
  • New Rifle attachment on the"RightHandMiddle1" finger bone, and all Animations updated to use it.
Notes
  • Rifle 3d characters animations to build and animation tree.
  • The"RightHandMiddle1" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before.
  • The original custom added“hand_r_wep” bone is no longer used, allowing other Humanoid Characters to use the animation. No custom rigging needed.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • Be sure to read the included docs on Rifle Attachment and Placement: [Mocap Online - Unity Rifle Attachment](https://drive.google.com/file/d/1iI4P6d-z22io3z2-Lc4vvBXEjvcjsgrh/view)
Unity 3D MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Pro-BIP

446+ Rifle Animations In .Bip Format

Includes All: Stands, Turns, Turn Loops, Aim Offsets, Fire/Shoot, Reload, Holster, Swap, Walks, Crouches, Crouch-Walks, Walks, Jogs, Runs & Split Jumps and Deaths & Transitions.

The complete set of MCO Rifle Animations. Gun-down and rifle aiming animations in all directions. Many standing, crouching, crouch-walking, walking, jogging, running locomotions, with split-jumps, turns, strafing and transitions. Holster rifle, fire weapon, reload, and weapon swaps while standing and crouching. A great set of movement animations for your 3d character.

390 Animations - 48 AIM OFFSETS, 36 SPLIT JUMPS - 892 Total Animation Files

BIP - Motion Capture 3D Character Animation provided in biped .BIP file format.

    *3D character animations in Biped format with standard bip bone names for 3D Studio Max and other 3D software that accepts .bip file format.
Technical Info
#Pro-BIP
ID: BIP-Rifle-Pro
Format: BIP
Anim Count: 390
Total Files: 892

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.7A2
  • NEW "MotusMan_v55" Biped.
  • Lower CrouchWalks & Crouch Turns
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
  • Relaxed Look - aim offsets.
  • New faster Reloads - Including Standing and Crouching
  • New Weapon Holsters - On Back and Pistol Swaps
  • A few animations added, naming corrections & tweeks.
Notes
  • Holstered Animations match our Mobility Pro and Pistol Pro, for seamless integration with our other Animation Packs.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • The "Right Hand Middle 1" finger bone is now used for attaching the Rifle, and all Animations updated to use it.
  • The original custom added “hand_r_wep” bone is no longer used.
  • The "Right Hand Middle 1" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before. Please see the included "Rifle Position NOTES" document.
.BIP Format
  • All animations are .bip format, standard bip bone names.
  • Animations are on our MotusMan_V55 Biped.
  • 3D character animations in Biped format for 3D Studio Max and other 3D software that accepts .bip file format.
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Pro-FBX

446+ Military Rifle Animations In .Fbx Format

Includes All: Stands, Turns, Turn Loops, Aim Offsets, Fire/Shoot, Reload, Holster, Swap, Walks, Crouches, Crouch-Walks, Walks, Jogs, Runs & Split Jumps and Deaths & Transitions.

The complete set of MCO Rifle Animations. Gun-down and rifle aiming animations in all directions. Many standing, crouching, crouch-walking, walking, jogging, running locomotions, with split-jumps, turns, strafing, and transitions. Holster rifle, fire weapon, reload, and weapon swaps while standing and crouching. A great set of movement animations for your 3d character.

390 Animations - 48 AIM OFFSETS, 36 SPLIT JUMPS - 892 Total Animation Files

FBX - Motion Capture 3D Character Animation provided in .FBX file format.

    *.FBX character animations compatible with Autodesk Maya, Motion Builder, 3D Studio Max, Blender, and many other 3D software packages.
Technical Info
#Pro-FBX
ID: FBX-Rifle-Pro
Format: FBX
Anim Count: 390
Total Files: 892

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.7A2
  • NEW "MotusMan_v55" Biped.
  • Lower CrouchWalks & Crouch Turns
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
  • Relaxed Look - aim offsets.
  • New faster Reloads - Including Standing and Crouching
  • New Weapon Holsters - On Back and Pistol Swaps
  • A few animations added, naming corrections & tweeks.
Notes
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • Holstered Animations match our Mobility Pro and Pistol Pro, for seamless integration with our other Animation Packs.
  • The "Right Hand Middle 1" finger bone is now used for attaching the Rifle, and all Animations updated to use it.
  • The original custom added “hand_r_wep” bone is no longer used.
  • The "Right Hand Middle 1" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before. Please see the included "Rifle Position NOTES" document.
.FBX Format
  • FBX format with standard FBX bone names.
  • MotusMan_v55 Skeleton
  • .FBX character animations compatible with Autodesk Maya, Motion Builder, 3D Studio Max, Blender, and many other 3D software packages.
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Pro-ICL

446+ Rifle Animations For Iclone

Includes All: Stands, Turns, Turn Loops, Aim Offsets, Fire/Shoot, Reload, Holster, Swap, Walks, Crouches, Crouch-Walks, Walks, Jogs, Runs & Split Jumps and Deaths & Transitions.

The complete set of MCO Rifle Animations. Gun-down and rifle aiming animations in all directions. Many standing, crouching, crouch-walking, walking, jogging, running locomotions, with split-jumps, turns, strafing and transitions. Holster rifle, fire weapon, reload, and weapon swaps while standing and crouching. A great set of movement animations for your 3d character.

390 Animations - 48 AIM OFFSETS, 36 SPLIT JUMPS - 892 Total Animation Files

ICL - Motion Capture 3D Character Animations in iMotion format for use with iClone animation software.

    *.rlMotion MoCap Packs are compatible with iClone 7 and higher.
Technical Info
#Pro-ICL
ID: ICL-Rifle-Pro
Format: ICL
Anim Count: 390
Total Files: 892

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.7A2
  • NEW "MotusMan_v55" Biped.
  • Lower CrouchWalks & Crouch Turns
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
  • Relaxed Look - aim offsets.
  • New faster Reloads - Including Standing and Crouching
  • New Weapon Holsters - On Back and Pistol Swaps
  • A few animations added, naming corrections & tweeks.
Notes
  • Holstered Animations match our Mobility Pro and Pistol Pro, for seamless integration with our other Animation Packs.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • The "Right Hand Middle 1" finger bone is now used for attaching the Rifle, and all Animations updated to use it.
  • The original custom added “hand_r_wep” bone is no longer used.
  • The "Right Hand Middle 1" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before. Please see the included "Rifle Position NOTES" document.
iClone
  • All motions are in .rlMotion format for iClone 7 or higher.
  • Animations provided with MotusManv55 iAvatar skeleton.
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Pro-UE4

446+ Rifle Animations For Unreal Engine

Includes All: Stands, Turns, Turn Loops, Aim Offsets, Fire/Shoot, Reload, Holster, Swap, Walks, Crouches, Crouch-Walks, Walks, Jogs, Runs & Split Jumps and Deaths & Transitions.

The complete set of MCO Rifle Animations. Gun-down and rifle aiming animations in all directions. Many standing, crouching, crouch-walking, walking, jogging, running locomotions, with split-jumps, turns, strafing and transitions. Holster rifle, fire weapon, reload, and weapon swaps while standing and crouching. A great set of movement animations for your 3d character.

390 Animations - 48 AIM OFFSETS, 36 SPLIT JUMPS - 892 Total Animation Files

UE4 - 3D Character Animations for Game Development in UE4 / Unreal Engine

    *Animations are delivered on the UE4 Skeleton in a Unreal Project file, along with source .fbx files. **Animations also available on the Unreal Marketplace.
Technical Info
#Pro-UE4
ID: UE4-Rifle-Pro
Format: UE4
Anim Count: 390
Total Files: 892

In-Place Animations: ALL INCLUDED AS IN-PLACE (IPC)

Latest Update: V-2.7B
  • "ik_hand_gun" IK socket animation now matches "middle_01_r" FK socket animation.
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
  • New Split Jumps - Improved Take-Offs, In-Air Loops, and Landings.
  • Lower CrouchWalks & Crouch Turns
  • Relaxed Look - aim offsets.
  • Turn In-Place Loops.
  • New faster Reloads - Including Standing and Crouching
  • New Weapon Holsters On Back and Rifle Swaps - New Socket to attach Rifle on "middle_01_r", and all Animations updated to use it.
  • A few animations added, naming corrections & tweeks
Notes
  • All with Root Motion and In-Place IPC curves. (In Place Custom)
  • Stand and Turn to Walk/Jog/Run Forward in eight directions.
  • Crouch and Turn to CrouchWalk Forward in eight directions.
  • Pistol Starter 2.7A matches the animation set of Rifle Starter 2.7A.
  • Transitions swaps between Pistol and Rifle as well as holstering the Rifle to transition to the Mobility with no weapon.
  • Back Rifle Socket and Hip Rifle Socket with Matching Animations
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • v2.7B: "ik_hand_gun" IK socket animation now matches "middle_01_r" FK socket animation.
  • Our IPC(in-place custom) animations have custom attributes providing continuous Speed and Rot(yaw) data curves for more flawless control and programming options, a feature used by major developers.
  • The original custom added“hand_r_wep”bone is no longer used, allowing other Characters with skeletal meshes that use the stock Epic Skeleton and proportions to easily integrate into a Project with the“Assign Skeleton”function, or the Retarget Manager. No custom rigging needed.
  • New Socket to attach Rifle on "middle_01_r", and all Animations updated to use it.
  • The "middle_01_r" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before.
  • Full Animation List has frame/seconds delay timings for Holster/UnHolster.
  • Reference Pose is an "A".
  • “A” and “T” pose files included to change the default retarget manager stance.
  • For Engine 4.13 and previous - All FBX Source animation files are included and can be imported perfectly including IPC.
Unreal Engine MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Pro-UNITY

446+ Rifle Animations For Unity 3D

Includes All: Stands, Turns, Turn Loops, Aim Offsets, Fire/Shoot, Reload, Holster, Swap, Walks, Crouches, Crouch-Walks, Walks, Jogs, Runs & Split Jumps and Deaths & Transitions.

The complete set of MCO Rifle Animations. Gun-down and rifle aiming animations in all directions. Many standing, crouching, crouch-walking, walking, jogging, running locomotions, with split-jumps, turns, strafing and transitions. Holster rifle, fire weapon, reload, and weapon swaps while standing and crouching. A great set of movement animations for your 3d character.

390 Animations - 48 AIM OFFSETS, 36 SPLIT JUMPS - 892 Total Animation Files

UNITY - 3D Character Animations for Game Development in Unity 3D

    * Animation assets delivered as "Project Files" or "Asset Packages" in Unity file format. **Animations also available on the Unity Asset Store.
Technical Info
#Pro-UNITY
ID: UNITY-Rifle-Pro
Format: UNITY
Anim Count: 390
Total Files: 892

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.7A2
  • NEW "MotusMan_v55" Skeleton.
  • All Animations set to Humanoid
  • Lower CrouchWalks & Crouch Turns
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
  • Relaxed Look - aim offsets.
  • New faster Reloads - Including Standing and Crouching
  • New Weapon Holsters - On Back and Pistol Swaps
  • A few animations added, naming corrections & tweeks.
Notes
  • Rifle 3d characters animations to build and animation tree.
  • Ready "gun-up" and Relazed "gun-down" states.
  • Walking, Jogging and Running tempos
  • Pivot-Turns & Strafeing in 8 directions
  • Also includes Crouching
  • The"RightHandMiddle1" articulates the position of the Rifle in different poses without breaking the wrist and replacing the need for the custom “hand_r_wep” bone as before.
  • The original custom added“hand_r_wep” bone is no longer used, allowing other Humanoid Characters to use the animation. No custom rigging needed.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • Be sure to read the included docs on Rifle Attachment and Placement: [Mocap Online - Unity Rifle Attachment](https://drive.google.com/file/d/1iI4P6d-z22io3z2-Lc4vvBXEjvcjsgrh/view)
Unity 3D
  • Latest MotusMan_V55 Skeleton and Avatar
  • All animations set as Humanoid.
  • Includes documents with https://drive.google.com/file/d/1MTFxY4y-HAZoS_KKr_qzIfrsoyz7GRt2/view
  • All animations are .fbx format, standard fbx bone names.
  • Animation assets delivered as "Project Files" or "Asset Packages" in Unity file format.
  • Animations also available on the Unity Asset Store.
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Starter-BLENDER

11 Rifle Shooter Animations For Blender 3D

Includes: Stands, Turn Loops, Aim Offsets, Fire/Shoot, Walk, Crouch, Jog, & Split Jumps.

A small set of MCO Rifle Animations. Stand-aim with gun up/down aim offset, standing turns & fire animations. Forward animations of character walking, crouch-walking, jogging, and jumping, all while aiming. Simple starter animations to get your military style rifle character shooting.

11 Animations - 6 AIM OFFSETS, 5 SPLIT JUMPS - 33 Total Animation Files

BLENDER - MoCap 3D Character Animations for Blender 3D.

    *Animations now available for Blender 3D.
Technical Info
#Starter-BLENDER
ID: BLENDER-Rifle-Starter
Format: BLENDER
Anim Count: 11
Total Files: 33

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.0
  • New Split Jumps - Improved Take-Offs, In-Air Loops, and Landings.
  • Lower CrouchWalks -CrouchWalks are now the same height as the Crouch Idle. The head will not appear higher while CrouchWalking or Crouch Idle.
  • Turn In-Place Loops - For Standing and Crouching.
  • Various Minor Fixes
Notes
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • The "Right Hand Middle 1" finger bone is now used for attaching the Rifle, and all Animations updated to use it.
  • The "Right Hand Middle 1" articulates the position of the Rifle in different poses without breaking the wrist.
Blender 3D
  • Fully Blender Native and Optimized
  • Ready for use with all animation tools, including: Rig On The Fly and/or any other animation plugins, and Remap/Retargeting with Auto_Rig_Pro and Rokoko_Studio plugin for Advanced Rigging and Retargeting to other Characters.
  • Blender Conversion created with Brad Clark in association with Rigging_Dojo
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Basic-BLENDER

120+ Rifle Shooter Animation For Blender 3D

Includes More: Stands, Turns, Turn Loops, Aim Offsets, Fire/Shoot, Reload, Holster, Walks, Crouches, Crouch-Walks, Walks, Jogs, Runs, Split Jumps, & Transitions.

A basic set of MCO Rifle Animations. Standing relaxed & rifle aiming animations in a variety of directions, while standing, crouching, walking, jogging, with split-jumps and turns. Holster weapon, firing, reload, and weapon swaps while standing and crouching. Aim offsets, turns, and transitions.

88 Animations - 13 AIM OFFSETS, 7 SPLIT JUMPS - 192 Total Animation Files

BLENDER - MoCap 3D Character Animations for Blender 3D.

    *Animations now available for Blender 3D.
Technical Info
#Basic-BLENDER
ID: BLENDER-Rifle-Basic
Format: BLENDER
Anim Count: 88
Total Files: 192

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.0
  • NEW "MotusMan_v55" Skeleton.
  • Lower CrouchWalks & Crouch Turns
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
  • Relaxed Look - aim offsets.
  • New faster Reloads - Including Standing and Crouching
  • New Weapon Holsters - On Back and Pistol Swaps
  • A few animations added, naming corrections & tweeks.
Notes
  • Holstered Animations match our Mobility Pro and Pistol Pro, for seamless integration with our other Animation Packs.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • The "Right Hand Middle 1" finger bone is now used for attaching the Rifle, and all Animations updated to use it.
  • The "Right Hand Middle 1" articulates the position of the Rifle in different poses without breaking the wrist.
Blender 3D
  • Fully Blender Native and Optimized
  • Ready for use with all animation tools, including: Rig On The Fly and/or any other animation plugins, and Remap/Retargeting with Auto_Rig_Pro and Rokoko_Studio plugin for Advanced Rigging and Retargeting to other Characters.
  • Blender Conversion created with Brad Clark in association with Rigging_Dojo
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*Animation Pack
#Pro-BLENDER

446+ Rifle Animations For Blender 3D

Includes All: Stands, Turns, Turn Loops, Aim Offsets, Fire/Shoot, Reload, Holster, Walks, Crouches, Crouch-Walks, Walks, Jogs, Runs, Split Jumps, Deaths, Swap & Transitions.

The complete set of MCO Rifle Animations. Gun-down and rifle aiming animations in all directions. Many standing, crouching, crouch-walking, walking, jogging, running locomotions, with split-jumps, turns, strafing, and transitions. Holster rifle, fire weapon, reload, and weapon swaps while standing and crouching. A great set of movement animations for your 3d character.

390 Animations - 48 AIM OFFSETS, 36 SPLIT JUMPS - 892 Total Animation Files

BLENDER - MoCap 3D Character Animations for Blender 3D.

    *Animations now available for Blender 3D.
Technical Info
#Pro-BLENDER
ID: BLENDER-Rifle-Pro
Format: BLENDER
Anim Count: 390
Total Files: 892

In-Place Animations: ALL INCLUDED AS IN-PLACE

Latest Update: V-2.0
  • NEW "MotusMan_v55" Skeleton.
  • Lower CrouchWalks & Crouch Turns
  • Stabilized Aim Turns
  • Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
  • Relaxed Look - aim offsets.
  • New faster Reloads - Including Standing and Crouching
  • New Weapon Holsters - On Back and Pistol Swaps
  • A few animations added, naming corrections & tweeks.
Notes
  • Holstered Animations match our Mobility Pro and Pistol Pro, for seamless integration with our other Animation Packs.
  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "RightHandMiddle1" bone in the right hand will place and animate it correctly.
  • The "Right Hand Middle 1" finger bone is now used for attaching the Rifle, and all Animations updated to use it.
  • The "Right Hand Middle 1" articulates the position of the Rifle in different poses without breaking the wrist.
Blender 3D
  • Fully Blender Native and Optimized
  • Ready for use with all animation tools, including: Rig On The Fly and/or any other animation plugins, and Remap/Retargeting with Auto_Rig_Pro and Rokoko_Studio plugin for Advanced Rigging and Retargeting to other Characters.
  • Blender Conversion created with Brad Clark in association with Rigging_Dojo
MoCap Online 3D Character Animations
  • All idles and transitions have been carefully pose-matched for seamless motion trees.
  • Detailed motion-captured transitions to and from Idles and locomotions add heightened realism compared to simple blending.
  • Provided Motus Man character is copyright © Motus Digital, LLC

Media
#all



3D Viewer
#Starter

RIFLE Starter - 3D Viewer - Animation Player


Animation List
#Starter

RIFLE-Starter - Animation List (Download)

STAND
W2_Stand_Aim_Idle_v2
W2_Stand_Relaxed_Idle_v2

TURN LOOPS
W2_Stand_Aim_Turn_In_Place_L_Loop
W2_Stand_Aim_Turn_In_Place_R_Loop

AIM OFFSETS
W2_Stand_Aim_Point_Center
W2_Stand_Aim_Point_D90
W2_Stand_Aim_Point_U90
W2_Crouch_Aim_Point_Center
W2_Crouch_Aim_Point_D90
W2_Crouch_Aim_Point_U90

FIRE
W2_Stand_Fire_Single
W2_Crouch_Fire_Single

WALK
W2_Walk_Aim_F_Loop

CROUCH
W2_CrouchWalk_Aim_F_Loop
W2_Crouch_Idle_v2
W2_Crouch_Aim_Idle_v2

JOG
W2_Jog_Aim_F_Loop

SPLIT JUMPS
W2_Stand_Aim_Jump_Start_IPC
W2_Stand_Aim_Jump_Air_IPC
W2_Stand_Aim_Jump_End_IPC
W2_Walk_Aim_F_Jump_RU_End_IPC
W2_Jog_Aim_F_Jump_RU_End_IPC

RIFLE-Starter - Animation List (Download)

*View in Google Sheets
**Download PDF
***Download XLSX

3D Viewer
#Basic

RIFLE Basic - 3D Viewer - Animation Player


Animation List
#Basic

RIFLE-Basic - Animation List (Download)

STANDS, TURNS, JUMP, FIDGETS, TRANSITIONS
W2_Stand_Aim_Idle_v2
W2_Stand_Aim_L_90
W2_Stand_Aim_R_90
W2_Stand_Aim_Jump
W2_Stand_Aim_Fgt_v1
W2_Stand_Aim_To_Relaxed
W2_Stand_Aim_To_Walk_Aim_F
W2_Stand_Relaxed_Idle_v2
W2_Stand_Relaxed_Fgt_v2
W2_Stand_Relaxed_To_Aim
W2_Stand_Relaxed_Death_F
W2_Stand_Relaxed_Death_B
W2_Stand_Relaxed_Death_L
W2_Stand_Relaxed_Death_R

TURN LOOPS
W2_Stand_Aim_Turn_In_Place_L_Loop
W2_Stand_Aim_Turn_In_Place_R_Loop
W2_Stand_Rlx_Turn_In_Place_L_Loop
W2_Stand_Rlx_Turn_In_Place_R_Loop
W2_Crouch_Aim_Turn_In_Place_L_Loop
W2_Crouch_Aim_Turn_In_Place_R_Loop
W2_Crouch_Rlx_Turn_In_Place_L_Loop
W2_Crouch_Rlx_Turn_In_Place_R_Loop

AIM OFFSETS
W2_Stand_Aim_Point_Center
W2_Stand_Aim_Point_D90
W2_Stand_Aim_Point_L90
W2_Stand_Aim_Point_R90
W2_Stand_Aim_Point_U90
W2_Stand_Relaxed_Look_Center
W2_Stand_Relaxed_Look_L90
W2_Stand_Relaxed_Look_R90
W2_Crouch_Aim_Point_Center
W2_Crouch_Aim_Point_D90
W2_Crouch_Aim_Point_L90
W2_Crouch_Aim_Point_R90
W2_Crouch_Aim_Point_U90

FIRE, RELOAD, HOLSTER, SWAPS

NEW

HOLSTER - Mobility Pack Connections
W2_Stand_Aim_Equip_Back_Get_From_MOB
W2_Stand_Aim_Equip_Back_Return_To_MOB
W2_Crouch_Aim_Equip_Back_Get_From_MOB
W2_Crouch_Aim_Equip_Back_Return_To_MOB

Rifle/Pistol Swaps
W2_Stand_Aim_Swap_To_W1
W1_Stand_Aim_Swap_To_W2
W2_Crouch_Aim_Swap_To_W1
W1_Crouch_Aim_Swap_To_W2

Firing, Reloads
W2_Stand_Relaxed_Reload
W2_Stand_Aim_Reload
W2_Stand_Fire_Burst
W2_Stand_Fire_Continuous
W2_Stand_Fire_Single
W2_Crouch_Aim_Reload
W2_Crouch_Fire_Single
W2_Crouch_Fire_Continuous
W2_Crouch_Rlx_Reload

WALKS, TURNS, JUMPS, TRANSITIONS
W2_Walk_Aim_F_Loop
W2_Walk_Aim_B_Loop
W2_Walk_Aim_L_Loop
W2_Walk_Aim_R_Loop
W2_Walk_Aim_L_CIR_Loop
W2_Walk_Aim_R_CIR_Loop
W2_Walk_Aim_F_Jump_RU
W2_Walk_Aim_F_to_Stand_Aim_RU
W2_Walk_F_Loop
W2_Walk_B_Loop
W2_Walk_L_Loop
W2_Walk_R_Loop

CROUCH, TURNS, CROUCH WALKS, TRANSITION
W2_CrouchWalk_Aim_F_Loop
W2_CrouchWalk_Aim_B_Loop
W2_CrouchWalk_Aim_L_Loop
W2_CrouchWalk_Aim_R_Loop
W2_CrouchWalk_F_Loop
W2_CrouchWalk_B_Loop
W2_CrouchWalk_L_Loop
W2_CrouchWalk_R_Loop
W2_Crouch_Idle_v2
W2_Crouch_Aim_Idle_v2
W2_Crouch_To_Crouch_Aim
W2_Crouch_Aim_To_Crouch
W2_Crouch_Aim_L_90
W2_Crouch_Aim_R_90
W2_Stand_Aim_To_Crouch_Aim_v2
W2_Crouch_Aim_To_Stand_Aim_v2
W2_Crouch_Aim_To_CrouchWalk_Aim_F
W2_CrouchWalk_Aim_F_to_Crouch_Aim_RU

JOGS, TURNS, JUMPS, TRANSITIONS
W2_Jog_Aim_F_Loop
W2_Jog_Aim_B_Loop
W2_Jog_Aim_L_Loop
W2_Jog_Aim_R_Loop
W2_Jog_F_Loop
W2_Jog_B_Loop
W2_Jog_L_Loop
W2_Jog_R_Loop
W2_Jog_Aim_L_CIR_Loop
W2_Jog_Aim_R_CIR_Loop
W2_Jog_Aim_F_Jump_RU
W2_Jog_Aim_L_Jump_RU
W2_Jog_Aim_R_Jump_RU
W2_Jog_Aim_F_to_Stand_Aim_RU

RUNS, TURNS, JUMPS, TRANSITIONS
W2_Run_F_Loop
W2_Run_L_Loop
W2_Run_R_Loop
W2_Run_L_CIR_Loop
W2_Run_R_CIR_Loop
W2_Run_F_Jump_RU
W2_Run_F_to_Stand_Relaxed_RU

SPLIT JUMPS
W2_Stand_Aim_Jump_Start_IPC
W2_Stand_Aim_Jump_Air_IPC
W2_Stand_Aim_Jump_End_IPC
W2_Stand_Relaxed_Jump_Start_IPC
W2_Stand_Relaxed_Jump_Air_IPC
W2_Stand_Relaxed_Jump_End_IPC
W2_Walk_Aim_F_Jump_RU_Start_IPC
W2_Walk_Aim_F_Jump_RU_Air_IPC
W2_Walk_Aim_F_Jump_RU_End_IPC
W2_Jog_Aim_F_Jump_RU_Start_IPC
W2_Jog_Aim_F_Jump_RU_Air_IPC
W2_Jog_Aim_F_Jump_RU_End_IPC
W2_Jog_Aim_L_Jump_RU_Start_IPC
W2_Jog_Aim_L_Jump_RU_Air_IPC
W2_Jog_Aim_L_Jump_RU_End_IPC
W2_Jog_Aim_R_Jump_RU_Start_IPC
W2_Jog_Aim_R_Jump_RU_Air_IPC
W2_Jog_Aim_R_Jump_RU_End_IPC
W2_Run_F_Jump_RU_Start_IPC
W2_Run_F_Jump_RU_Air_IPC
W2_Run_F_Jump_RU_End_IPC

RIFLE-Basic - Animation List (Download)

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Animation List
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RIFLE-Pro - Animation List (Download)

STANDS, TURNS, JUMP, FIDGETS, TRANSITIONS
W2_Stand_Aim_Idle
W2_Stand_Aim_Idle_v2
W2_Stand_Aim_L_45
W2_Stand_Aim_R_45
W2_Stand_Aim_L_90
W2_Stand_Aim_R_90
W2_Stand_Aim_L_135
W2_Stand_Aim_R_135
W2_Stand_Aim_L_180
W2_Stand_Aim_R_180
W2_Stand_Aim_Jump
W2_Stand_Aim_Fgt_v1
W2_Stand_Aim_Fgt_v2
W2_Stand_Aim_Fgt_v3
W2_Stand_Aim_Fgt_v4
W2_Stand_Aim_To_Relaxed
W2_Stand_Aim_To_Walk_Aim_F
W2_Stand_Aim_To_Walk_Aim_B
W2_Stand_Aim_To_Walk_Aim_L
W2_Stand_Aim_To_Walk_Aim_R
W2_Stand_Aim_To_Walk_Aim_L45_Fwd
W2_Stand_Aim_To_Walk_Aim_L90_Fwd
W2_Stand_Aim_To_Walk_Aim_L135_Fwd
W2_Stand_Aim_To_Walk_Aim_L180_Fwd
W2_Stand_Aim_To_Walk_Aim_R45_Fwd
W2_Stand_Aim_To_Walk_Aim_R90_Fwd
W2_Stand_Aim_To_Walk_Aim_R135_Fwd
W2_Stand_Aim_To_Walk_Aim_R180_Fwd
W2_Stand_Aim_To_Jog_Aim_F
W2_Stand_Aim_To_Jog_Aim_B
W2_Stand_Aim_To_Jog_Aim_L
W2_Stand_Aim_To_Jog_Aim_R
W2_Stand_Aim_To_Jog_Aim_L45_Fwd
W2_Stand_Aim_To_Jog_Aim_L90_Fwd
W2_Stand_Aim_To_Jog_Aim_L135_Fwd
W2_Stand_Aim_To_Jog_Aim_L180_Fwd
W2_Stand_Aim_To_Jog_Aim_R45_Fwd
W2_Stand_Aim_To_Jog_Aim_R90_Fwd
W2_Stand_Aim_To_Jog_Aim_R135_Fwd
W2_Stand_Aim_To_Jog_Aim_R180_Fwd
W2_Stand_Relaxed_Idle
W2_Stand_Relaxed_Idle_v2
W2_Stand_Relaxed_L_45
W2_Stand_Relaxed_R_45
W2_Stand_Relaxed_L_90
W2_Stand_Relaxed_R_90
W2_Stand_Relaxed_L_135
W2_Stand_Relaxed_R_135
W2_Stand_Relaxed_L_180
W2_Stand_Relaxed_R_180
W2_Stand_Relaxed_Jump
W2_Stand_Relaxed_Fgt_v1
W2_Stand_Relaxed_Fgt_v2
W2_Stand_Relaxed_Fgt_v3
W2_Stand_Relaxed_Fgt_v4
W2_Stand_Relaxed_To_Aim
W2_Stand_Relaxed_Death_F
W2_Stand_Relaxed_Death_B
W2_Stand_Relaxed_Death_B_Fly
W2_Stand_Relaxed_Death_L
W2_Stand_Relaxed_Death_R
W2_Stand_Relaxed_To_Walk_F
W2_Stand_Relaxed_To_Walk_B
W2_Stand_Relaxed_To_Walk_L
W2_Stand_Relaxed_To_Walk_R
W2_Stand_Relaxed_To_Walk_L45_Fwd
W2_Stand_Relaxed_To_Walk_L90_Fwd
W2_Stand_Relaxed_To_Walk_L135_Fwd
W2_Stand_Relaxed_To_Walk_L180_Fwd
W2_Stand_Relaxed_To_Walk_R45_Fwd
W2_Stand_Relaxed_To_Walk_R90_Fwd
W2_Stand_Relaxed_To_Walk_R135_Fwd
W2_Stand_Relaxed_To_Walk_R180_Fwd
W2_Stand_Relaxed_To_Jog_F
W2_Stand_Relaxed_To_Jog_B
W2_Stand_Relaxed_To_Jog_L
W2_Stand_Relaxed_To_Jog_R
W2_Stand_Relaxed_To_Jog_L45_Fwd
W2_Stand_Relaxed_To_Jog_L90_Fwd
W2_Stand_Relaxed_To_Jog_L135_Fwd
W2_Stand_Relaxed_To_Jog_L180_Fwd
W2_Stand_Relaxed_To_Jog_R45_Fwd
W2_Stand_Relaxed_To_Jog_R90_Fwd
W2_Stand_Relaxed_To_Jog_R135_Fwd
W2_Stand_Relaxed_To_Jog_R180_Fwd
W2_Stand_Relaxed_To_Run_F
W2_Stand_Relaxed_To_Run_L
W2_Stand_Relaxed_To_Run_R
W2_Stand_Relaxed_To_Run_L45_Fwd
W2_Stand_Relaxed_To_Run_L90_Fwd
W2_Stand_Relaxed_To_Run_L135_Fwd
W2_Stand_Relaxed_To_Run_L180_Fwd
W2_Stand_Relaxed_To_Run_R45_Fwd
W2_Stand_Relaxed_To_Run_R90_Fwd
W2_Stand_Relaxed_To_Run_R135_Fwd
W2_Stand_Relaxed_To_Run_R180_Fwd

TURN LOOPS
W2_Aim_Turn_In_Place_L_Loop
W2_Aim_Turn_In_Place_R_Loop
W2_Rlx_Turn_In_Place_L_Loop
W2_Rlx_Turn_In_Place_R_Loop
W2_Crouch_Aim_Turn_In_Place_L_Loop
W2_Crouch_Aim_Turn_In_Place_R_Loop
W2_Crouch_Rlx_Turn_In_Place_L_Loop
W2_Crouch_Rlx_Turn_In_Place_R_Loop

AIM OFFSETS
W2_Stand_Aim_Point_Center
W2_Stand_Aim_Point_D45
W2_Stand_Aim_Point_D90
W2_Stand_Aim_Point_L45
W2_Stand_Aim_Point_L90
W2_Stand_Aim_Point_LD45
W2_Stand_Aim_Point_LD90
W2_Stand_Aim_Point_LU45
W2_Stand_Aim_Point_LU90
W2_Stand_Aim_Point_R45
W2_Stand_Aim_Point_R90
W2_Stand_Aim_Point_RD45
W2_Stand_Aim_Point_RD90
W2_Stand_Aim_Point_RU45
W2_Stand_Aim_Point_RU90
W2_Stand_Aim_Point_U45
W2_Stand_Aim_Point_U90
W2_Stand_Relaxed_Look_Center
W2_Stand_Relaxed_Look_D90
W2_Stand_Relaxed_Look_L90
W2_Stand_Relaxed_Look_LD45
W2_Stand_Relaxed_Look_LU45
W2_Stand_Relaxed_Look_R90
W2_Stand_Relaxed_Look_RD45
W2_Stand_Relaxed_Look_RU45
W2_Stand_Relaxed_Look_U90
W2_Crouch_Aim_Point_Center
W2_Crouch_Aim_Point_D90
W2_Crouch_Aim_Point_L90
W2_Crouch_Aim_Point_LD45
W2_Crouch_Aim_Point_LD90
W2_Crouch_Aim_Point_LU45
W2_Crouch_Aim_Point_LU90
W2_Crouch_Aim_Point_R90
W2_Crouch_Aim_Point_RD45
W2_Crouch_Aim_Point_RD90
W2_Crouch_Aim_Point_RU45
W2_Crouch_Aim_Point_RU90
W2_Crouch_Aim_Point_U90
W2_Crouch_Look_Center
W2_Crouch_Look_D90
W2_Crouch_Look_L90
W2_Crouch_Look_LD45
W2_Crouch_Look_LU45
W2_Crouch_Look_R90
W2_Crouch_Look_RD45
W2_Crouch_Look_RU45
W2_Crouch_Look_U90

FIRE, RELOAD, HOLSTER, SWAPS

LEGACY
NW_Stand_Relaxed_Rifle_Idle
NW_MOB_Stand_Relaxed_Rifle_Idle
W2_Stand_Relaxed_Holster
W2_Stand_Relaxed_MOB_Holster
W2_Stand_Relaxed_Unholster
W2_Stand_Relaxed_MOB_Unholster
W2_Stand_Aim_Holster_MOB
W2_Stand_Aim_Unholster_MOB
W2_Stand_Aim_Unholster_MOB_v2
W2_Stand_Aim_Holster
W2_Stand_Aim_Unholster

NEW

HOLSTER - Mobility Pack Connections
W2_Stand_Rlx_Equip_Back_Get_From_MOB
W2_Stand_Rlx_Equip_Back_Return_To_MOB
W2_Stand_Aim_Equip_Back_Get_From_MOB
W2_Stand_Aim_Equip_Back_Return_To_MOB
W2_Crouch_Equip_Back_Get_From_MOB
W2_Crouch_Equip_Back_Return_To_MOB
W2_Crouch_Aim_Equip_Back_Get_From_MOB
W2_Crouch_Aim_Equip_Back_Return_To_MOB

Rifle/Pistol Swaps
W2_Stand_Aim_Swap_To_W1
W2_Stand_Rlx_Swap_To_W1
W2_Crouch_Aim_Swap_To_W1
W2_Crouch_Rlx_Swap_To_W1
W1_Stand_Aim_Swap_To_W2
W1_Stand_Rlx_Swap_To_W2
W1_Crouch_Aim_Swap_To_W2
W1_Crouch_Rlx_Swap_To_W2

Firing, Reloads
W2_Stand_Fire_Burst
W2_Stand_Fire_Continuous
W2_Stand_Fire_Single
W2_Stand_Fire_Powerful
W2_Stand_Fire_Powerful_Chamber_Cycle
W2_Stand_Aim_Reload
W2_Stand_Relaxed_Reload
W2_Stand_Aim_Unjam
W2_Stand_Relaxed_Unjam
W2_Crouch_Aim_Reload
W2_Crouch_Rlx_Reload
W2_Crouch_Fire_Burst
W2_Crouch_Fire_Continuous
W2_Crouch_Fire_Single
W2_Crouch_Fire_Powerful
W2_Crouch_Fire_Powerful_Chamber_Cycle

WALKS, TURNS, JUMPS, TRANSITIONS
W2_Walk_Aim_F_Loop
W2_Walk_Aim_B_Loop
W2_Walk_Aim_L_Loop
W2_Walk_Aim_L_BkPd_Loop
W2_Walk_Aim_R_Loop
W2_Walk_Aim_R_BkPd_Loop
W2_Walk_Aim_BL_BkPd_Loop
W2_Walk_Aim_BR_BkPd_Loop
W2_Walk_Aim_FL_Loop
W2_Walk_Aim_FR_Loop
W2_Walk_Aim_L_CIR_Loop
W2_Walk_Aim_R_CIR_Loop
W2_Walk_Aim_F_Jump
W2_Walk_Aim_F_Jump_LU
W2_Walk_Aim_F_Jump_RU
W2_Walk_Aim_L_Jump
W2_Walk_Aim_L_Jump_LU
W2_Walk_Aim_L_Jump_RU
W2_Walk_Aim_R_Jump
W2_Walk_Aim_R_Jump_LU
W2_Walk_Aim_R_Jump_RU
W2_Walk_Aim_B_Jump
W2_Walk_Aim_B_Jump_LU
W2_Walk_Aim_B_Jump_RU
W2_Walk_Aim_F_to_Stand_Aim_LU
W2_Walk_Aim_F_to_Stand_Aim_RU
W2_Walk_Aim_B_to_Stand_Aim_LU
W2_Walk_Aim_B_to_Stand_Aim_RU
W2_Walk_Aim_L_to_Stand_Aim_LU
W2_Walk_Aim_L_to_Stand_Aim_RU
W2_Walk_Aim_R_to_Stand_Aim_LU
W2_Walk_Aim_R_to_Stand_Aim_RU
W2_Walk_F_Loop
W2_Walk_B_Loop
W2_Walk_L_Loop
W2_Walk_L_BkPd_Loop
W2_Walk_R_Loop
W2_Walk_R_BkPd_Loop
W2_Walk_BL_BkPd_Loop
W2_Walk_BR_BkPd_Loop
W2_Walk_FL_Loop
W2_Walk_FR_Loop
W2_Walk_L_CIR_Loop
W2_Walk_R_CIR_Loop
W2_Walk_F_Jump
W2_Walk_F_Jump_LU
W2_Walk_F_Jump_RU
W2_Walk_L_Jump
W2_Walk_L_Jump_LU
W2_Walk_L_Jump_RU
W2_Walk_R_Jump
W2_Walk_R_Jump_LU
W2_Walk_R_Jump_RU
W2_Walk_B_Jump
W2_Walk_B_Jump_LU
W2_Walk_B_Jump_RU
W2_Walk_F_to_Stand_Relaxed_LU
W2_Walk_F_to_Stand_Relaxed_RU
W2_Walk_B_to_Stand_Relaxed_LU
W2_Walk_B_to_Stand_Relaxed_RU
W2_Walk_L_to_Stand_Relaxed_LU
W2_Walk_L_to_Stand_Relaxed_RU
W2_Walk_R_to_Stand_Relaxed_LU
W2_Walk_R_to_Stand_Relaxed_RU

CROUCH, TURNS, CROUCH WALKS, TRANSITION
W2_Crouch_Idle
W2_Crouch_Idle_v2
W2_Crouch_L_45
W2_Crouch_L_90
W2_Crouch_L_135
W2_Crouch_L_180
W2_Crouch_R_45
W2_Crouch_R_90
W2_Crouch_R_135
W2_Crouch_R_180
W2_CrouchWalk_F_Loop
W2_CrouchWalk_B_Loop
W2_CrouchWalk_L_Loop
W2_CrouchWalk_L_BkPd_Loop
W2_CrouchWalk_R_Loop
W2_CrouchWalk_R_BkPd_Loop
W2_CrouchWalk_BL_BkPd_Loop
W2_CrouchWalk_BR_BkPd_Loop
W2_CrouchWalk_FL_Loop
W2_CrouchWalk_FR_Loop
W2_CrouchWalk_Aim_F_Loop
W2_CrouchWalk_Aim_B_Loop
W2_CrouchWalk_Aim_L_Loop
W2_CrouchWalk_Aim_L_BkPd_Loop
W2_CrouchWalk_Aim_R_Loop
W2_CrouchWalk_Aim_R_BkPd_Loop
W2_CrouchWalk_Aim_BL_BkPd_Loop
W2_CrouchWalk_Aim_BR_BkPd_Loop
W2_CrouchWalk_Aim_FL_Loop
W2_CrouchWalk_Aim_FR_Loop
W2_Crouch_To_Crouch_Aim
W2_Crouch_Aim_To_Crouch
W2_Crouch_Aim_Idle
W2_Crouch_Aim_Idle_v2
W2_Crouch_Aim_L_135
W2_Crouch_Aim_L_180
W2_Crouch_Aim_L_45
W2_Crouch_Aim_L_90
W2_Crouch_Aim_R_135
W2_Crouch_Aim_R_180
W2_Crouch_Aim_R_45
W2_Crouch_Aim_R_90
W2_Stand_Aim_To_Crouch_Aim_v2
W2_Crouch_Aim_To_Stand_Aim_v2
W2_Crouch_Aim_To_CrouchWalk_Aim_F
W2_Crouch_Aim_To_CrouchWalk_Aim_B
W2_Crouch_Aim_To_CrouchWalk_Aim_L
W2_Crouch_Aim_To_CrouchWalk_Aim_R
W2_Crouch_Aim_To_CrouchWalk_Aim_L45_Fwd
W2_Crouch_Aim_To_CrouchWalk_Aim_L90_Fwd
W2_Crouch_Aim_To_CrouchWalk_Aim_L135_Fwd
W2_Crouch_Aim_To_CrouchWalk_Aim_L180_Fwd
W2_Crouch_Aim_To_CrouchWalk_Aim_R45_Fwd
W2_Crouch_Aim_To_CrouchWalk_Aim_R90_Fwd
W2_Crouch_Aim_To_CrouchWalk_Aim_R135_Fwd
W2_Crouch_Aim_To_CrouchWalk_Aim_R180_Fwd
W2_CrouchWalk_Aim_F_to_Crouch_Aim_LU
W2_CrouchWalk_Aim_F_to_Crouch_Aim_RU
W2_CrouchWalk_Aim_B_to_Crouch_Aim_LU
W2_CrouchWalk_Aim_B_to_Crouch_Aim_RU
W2_CrouchWalk_Aim_L_to_Crouch_Aim_LU
W2_CrouchWalk_Aim_L_to_Crouch_Aim_RU
W2_CrouchWalk_Aim_R_to_Crouch_Aim_LU
W2_CrouchWalk_Aim_R_to_Crouch_Aim_RU
W2_Stand_Relaxed_To_Crouch_v2
W2_Crouch_To_Stand_Relaxed_v2
W2_Crouch_To_CrouchWalk_F
W2_Crouch_To_CrouchWalk_B
W2_Crouch_To_CrouchWalk_L
W2_Crouch_To_CrouchWalk_R
W2_Crouch_To_CrouchWalk_L45_Fwd
W2_Crouch_To_CrouchWalk_L90_Fwd
W2_Crouch_To_CrouchWalk_L135_Fwd
W2_Crouch_To_CrouchWalk_L180_Fwd
W2_Crouch_To_CrouchWalk_R45_Fwd
W2_Crouch_To_CrouchWalk_R90_Fwd
W2_Crouch_To_CrouchWalk_R135_Fwd
W2_Crouch_To_CrouchWalk_R180_Fwd
W2_CrouchWalk_F_to_Crouch_LU
W2_CrouchWalk_F_to_Crouch_RU
W2_CrouchWalk_B_to_Crouch_LU
W2_CrouchWalk_B_to_Crouch_RU
W2_CrouchWalk_L_to_Crouch_LU
W2_CrouchWalk_L_to_Crouch_RU
W2_CrouchWalk_R_to_Crouch_LU
W2_CrouchWalk_R_to_Crouch_RU
W2_CrouchWalk_L_CIR_Loop
W2_CrouchWalk_R_CIR_Loop
W2_CrouchWalk_Aim_L_CIR_Loop
W2_CrouchWalk_Aim_R_CIR_Loop

JOGS, TURNS, JUMPS, TRANSITIONS
W2_Jog_Aim_F_Loop
W2_Jog_Aim_B_Loop
W2_Jog_Aim_L_Loop
W2_Jog_Aim_L_BkPd_Loop
W2_Jog_Aim_R_Loop
W2_Jog_Aim_R_BkPd_Loop
W2_Jog_Aim_BL_BkPd_Loop
W2_Jog_Aim_BR_BkPd_Loop
W2_Jog_Aim_FL_Loop
W2_Jog_Aim_FR_Loop
W2_Jog_Aim_L_CIR_Loop
W2_Jog_Aim_R_CIR_Loop
W2_Jog_Aim_F_Jump
W2_Jog_Aim_F_Jump_LU
W2_Jog_Aim_F_Jump_RU
W2_Jog_Aim_L_Jump
W2_Jog_Aim_L_Jump_LU
W2_Jog_Aim_L_Jump_RU
W2_Jog_Aim_R_Jump
W2_Jog_Aim_R_Jump_LU
W2_Jog_Aim_R_Jump_RU
W2_Jog_Aim_B_to_Stand_Aim
W2_Jog_Aim_B_to_Stand_Aim_LU
W2_Jog_Aim_B_to_Stand_Aim_RU
W2_Jog_Aim_F_to_Stand_Aim
W2_Jog_Aim_F_to_Stand_Aim_LU
W2_Jog_Aim_F_to_Stand_Aim_RU
W2_Jog_Aim_L_to_Stand_Aim
W2_Jog_Aim_L_to_Stand_Aim_LU
W2_Jog_Aim_L_to_Stand_Aim_RU
W2_Jog_Aim_R_to_Stand_Aim
W2_Jog_Aim_R_to_Stand_Aim_LU
W2_Jog_Aim_R_to_Stand_Aim_RU
W2_Jog_F_Loop
W2_Jog_B_Loop
W2_Jog_L_Loop
W2_Jog_L_BkPd_Loop
W2_Jog_R_Loop
W2_Jog_R_BkPd_Loop
W2_Jog_BL_BkPd_Loop
W2_Jog_BR_BkPd_Loop
W2_Jog_FL_Loop
W2_Jog_FR_Loop
W2_Jog_L_CIR_Loop
W2_Jog_R_CIR_Loop
W2_Jog_F_Jump
W2_Jog_F_Jump_LU
W2_Jog_F_Jump_RU
W2_Jog_L_Jump
W2_Jog_L_Jump_LU
W2_Jog_L_Jump_RU
W2_Jog_R_Jump
W2_Jog_R_Jump_LU
W2_Jog_R_Jump_RU
W2_Jog_B_to_Stand_Relaxed
W2_Jog_B_to_Stand_Relaxed_LU
W2_Jog_B_to_Stand_Relaxed_RU
W2_Jog_F_to_Stand_Relaxed
W2_Jog_F_to_Stand_Relaxed_LU
W2_Jog_F_to_Stand_Relaxed_RU
W2_Jog_L_to_Stand_Relaxed
W2_Jog_L_to_Stand_Relaxed_LU
W2_Jog_L_to_Stand_Relaxed_RU
W2_Jog_R_to_Stand_Relaxed
W2_Jog_R_to_Stand_Relaxed_LU
W2_Jog_R_to_Stand_Relaxed_RU

RUNS, TURNS, JUMPS, TRANSITIONS
W2_Run_F_Loop
W2_Run_L_Loop
W2_Run_R_Loop
W2_Run_FL_Loop
W2_Run_FR_Loop
W2_Run_L_CIR_Loop
W2_Run_R_CIR_Loop
W2_Run_F_Jump
W2_Run_F_Jump_LU
W2_Run_F_Jump_RU
W2_Run_F_to_Stand_Relaxed
W2_Run_F_to_Stand_Relaxed_LU
W2_Run_F_to_Stand_Relaxed_RU
W2_Run_L_to_Stand_Relaxed
W2_Run_L_to_Stand_Relaxed_LU
W2_Run_L_to_Stand_Relaxed_RU
W2_Run_R_to_Stand_Relaxed
W2_Run_R_to_Stand_Relaxed_LU
W2_Run_R_to_Stand_Relaxed_RU
W2_Run_L_Jump_LU
W2_Run_L_Jump_RU
W2_Run_R_Jump_LU
W2_Run_R_Jump_RU

SPLIT JUMPS
W2_Jog_Aim_F_Jump_LU_Air_IPC
W2_Jog_Aim_F_Jump_LU_End_IPC
W2_Jog_Aim_F_Jump_LU_Start_IPC
W2_Jog_Aim_F_Jump_RU_Air_IPC
W2_Jog_Aim_F_Jump_RU_End_IPC
W2_Jog_Aim_F_Jump_RU_Start_IPC
W2_Jog_Aim_L_Jump_LU_Air_IPC
W2_Jog_Aim_L_Jump_LU_End_IPC
W2_Jog_Aim_L_Jump_LU_Start_IPC
W2_Jog_Aim_L_Jump_RU_Air_IPC
W2_Jog_Aim_L_Jump_RU_End_IPC
W2_Jog_Aim_L_Jump_RU_Start_IPC
W2_Jog_Aim_R_Jump_LU_Air_IPC
W2_Jog_Aim_R_Jump_LU_End_IPC
W2_Jog_Aim_R_Jump_LU_Start_IPC
W2_Jog_Aim_R_Jump_RU_Air_IPC
W2_Jog_Aim_R_Jump_RU_End_IPC
W2_Jog_Aim_R_Jump_RU_Start_IPC
W2_Jog_F_Jump_LU_Air_IPC
W2_Jog_F_Jump_LU_End_IPC
W2_Jog_F_Jump_LU_Start_IPC
W2_Jog_F_Jump_RU_Air_IPC
W2_Jog_F_Jump_RU_End_IPC
W2_Jog_F_Jump_RU_Start_IPC
W2_Jog_L_Jump_LU_Air_IPC
W2_Jog_L_Jump_LU_End_IPC
W2_Jog_L_Jump_LU_Start_IPC
W2_Jog_L_Jump_RU_Air_IPC
W2_Jog_L_Jump_RU_End_IPC
W2_Jog_L_Jump_RU_Start_IPC
W2_Jog_R_Jump_LU_Air_IPC
W2_Jog_R_Jump_LU_End_IPC
W2_Jog_R_Jump_LU_Start_IPC
W2_Jog_R_Jump_RU_Air_IPC
W2_Jog_R_Jump_RU_End_IPC
W2_Jog_R_Jump_RU_Start_IPC
W2_Run_F_Jump_LU_Air_IPC
W2_Run_F_Jump_LU_End_IPC
W2_Run_F_Jump_LU_Start_IPC
W2_Run_F_Jump_RU_Air_IPC
W2_Run_F_Jump_RU_End_IPC
W2_Run_F_Jump_RU_Start_IPC
W2_Run_L_Jump_LU_Air_IPC
W2_Run_L_Jump_LU_End_IPC
W2_Run_L_Jump_LU_Start_IPC
W2_Run_L_Jump_RU_Air_IPC
W2_Run_L_Jump_RU_End_IPC
W2_Run_L_Jump_RU_Start_IPC
W2_Run_R_Jump_LU_Air_IPC
W2_Run_R_Jump_LU_End_IPC
W2_Run_R_Jump_LU_Start_IPC
W2_Run_R_Jump_RU_Air_IPC
W2_Run_R_Jump_RU_End_IPC
W2_Run_R_Jump_RU_Start_IPC
W2_Stand_Aim_Jump_Air_IPC
W2_Stand_Aim_Jump_End_IPC
W2_Stand_Aim_Jump_Start_IPC
W2_Stand_Relaxed_Jump_Air_IPC
W2_Stand_Relaxed_Jump_End_IPC
W2_Stand_Relaxed_Jump_Start_IPC
W2_Walk_Aim_B_Jump_LU_Air_IPC
W2_Walk_Aim_B_Jump_LU_End_IPC
W2_Walk_Aim_B_Jump_LU_Start_IPC
W2_Walk_Aim_B_Jump_RU_Air_IPC
W2_Walk_Aim_B_Jump_RU_End_IPC
W2_Walk_Aim_B_Jump_RU_Start_IPC
W2_Walk_Aim_F_Jump_LU_Air_IPC
W2_Walk_Aim_F_Jump_LU_End_IPC
W2_Walk_Aim_F_Jump_LU_Start_IPC
W2_Walk_Aim_F_Jump_RU_Air_IPC
W2_Walk_Aim_F_Jump_RU_End_IPC
W2_Walk_Aim_F_Jump_RU_Start_IPC
W2_Walk_Aim_L_Jump_LU_Air_IPC
W2_Walk_Aim_L_Jump_LU_End_IPC
W2_Walk_Aim_L_Jump_LU_Start_IPC
W2_Walk_Aim_L_Jump_RU_Air_IPC
W2_Walk_Aim_L_Jump_RU_End_IPC
W2_Walk_Aim_L_Jump_RU_Start_IPC
W2_Walk_Aim_R_Jump_LU_Air_IPC
W2_Walk_Aim_R_Jump_LU_End_IPC
W2_Walk_Aim_R_Jump_LU_Start_IPC
W2_Walk_Aim_R_Jump_RU_Air_IPC
W2_Walk_Aim_R_Jump_RU_End_IPC
W2_Walk_Aim_R_Jump_RU_Start_IPC
W2_Walk_B_Jump_LU_Air_IPC
W2_Walk_B_Jump_LU_End_IPC
W2_Walk_B_Jump_LU_Start_IPC
W2_Walk_B_Jump_RU_Air_IPC
W2_Walk_B_Jump_RU_End_IPC
W2_Walk_B_Jump_RU_Start_IPC
W2_Walk_F_Jump_LU_Air_IPC
W2_Walk_F_Jump_LU_End_IPC
W2_Walk_F_Jump_LU_Start_IPC
W2_Walk_F_Jump_RU_Air_IPC
W2_Walk_F_Jump_RU_End_IPC
W2_Walk_F_Jump_RU_Start_IPC
W2_Walk_L_Jump_LU_Air_IPC
W2_Walk_L_Jump_LU_End_IPC
W2_Walk_L_Jump_LU_Start_IPC
W2_Walk_L_Jump_RU_Air_IPC
W2_Walk_L_Jump_RU_End_IPC
W2_Walk_L_Jump_RU_Start_IPC
W2_Walk_R_Jump_LU_Air_IPC
W2_Walk_R_Jump_LU_End_IPC
W2_Walk_R_Jump_LU_Start_IPC
W2_Walk_R_Jump_RU_Air_IPC
W2_Walk_R_Jump_RU_End_IPC
W2_Walk_R_Jump_RU_Start_IPC

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