RIFLE: MOCAP ANIMATION PACKS

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.

*FBX Rifle Starter
#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.

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

*.FBX character animations are compatible with Autodesk Maya, Motion Builder, 3D Studio Max, Blender, and many other 3D software packages.

11 Animations, 6 Aim Offsets, 5 Split Jumps - 33 Total Animation Files.

3D Viewer
#Starter-FBX

Technical Info
#Starter-FBX
  • Rev. 2.7A2
    Stabilized Aim Turns
    Misc. Fixes
  • Rev. 2.7A1 Update
    • All New Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
    • NEW "MotusMan_v55.fbx" Skeleton. Please see the included "MotusMan_v55_NOTES" document.
    • The "RightHandMiddle1" 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 "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.
    • Please see the included "Rifle Position NOTES" document.
    • NOTE: If you need a copy of 2.7 in the future for your existing pipeline, contact us and we can provide the files.
  • All animations are .fbx format, standard fbx bone names.
  • 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.
  • Provided Motus Man character is copyright © Motus Digital, LLC

*UE4 Rifle Starter
#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.

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

*Animations are delivered on the UE4 Skeleton in an Unreal Project file, along with source .fbx files. **Animations also available on the Unreal Marketplace.

    11 Animations, 6 Aim Offsets, 5 Split Jumps - 33 Total Animation Files.

    3D Viewer
    #Starter-UE4
    Technical Info
    #Starter-UE4
    • Minor Fixes
      Rev. 2.7A1 Update
      • All New Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
      • Animations added, and naming corrections.
      • Reference Pose is an "A".
    • Rev. 2.7:
      • Project Assets are Engine 4.14 and forward compatible.
      • For Engine 4.13 and previous - All FBX Source animation files are included and can be imported perfectly including IPC.
      • Many animations and tweaked.
      • 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.
      • “A” and “T” pose files included to change the default retarget manager stance.
      • Source Animation import and A/T Poses explained here:
        UE4 Compatibility and Usage FAQ
    • FBX source files are also included as single Take animations on the UE4 template skeleton They are in “\Project\Source\FBX\” (not visible in the editor).
    • A Motionbuilder 2015 file is included with the UE4 template skeleton setup with the HIK rig, and the M4 Rifle mesh with constraints setup for one and two handed connections. Any of the FBX animation files can be imported, edited and animated as desired, and re-exported as new animations.
    • A Maya 2015 file is also included with the UE4 template skeleton setup with the HIK rig. Any of the FBX files can be imported, edited and animated as desired, and re-exported as new animations.

    Also available on the UE4 Marketplace.

    *Unity Rifle Starter
    #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.

    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.

      11 Animations, 6 Aim Offsets, 5 Split Jumps - 33 Total Animation Files.

      3D Viewer
      #Starter-Unity

      Technical Info
      #Starter-Unity

      Includes documents with Tips on Avatars and Avatar Adjustments, and "Reference" root motion.
      Mocap Online - Unity Animation Notes

      • Minor Fixes
        Rev. 2.7A1 Update:
        • All Animations Humanoid
        • All Animations Root Motion and In-Place
        • New Rifle attachment on the "RightHandMiddle1" finger bone, and all Animations updated to use it.
        • Be sure to read the included docs on Rifle Attachment and Placement:
          Mocap Online - Unity Rifle Attachment
        • The original custom added “hand_r_wep” bone is no longer used, allowing other Humanoid Characters to use the animation. No custom rigging needed.
        • 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.
        • Root Motion and In-Place
        • Reference Root Motion
      • Includes documents with Tips on Avatars and Avatar Adjustments, and "Reference" root motion.
      • All animations are .fbx format, standard fbx bone names.
      • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it to the "RightHandMiddle1" finger bone in the right hand will place and animate it correctly.
      • Provided Motus Man character is copyright © Motus Digital, LLC

      RIFLE Starter: MoCap Animation Pack

      *iClone Rifle Starter 
      #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.

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

      *iMotion MoCap Packs are compatible with iClone 6 and higher.

      11 Animations, 6 Aim Offsets, 5 Split Jumps - 33 Total Animation Files. 

      3D Viewer
      #Starter-ICL

      Technical Info
      #Starter-ICL
      • Rev. 2.7A2
        Stabilized Aim Turns
        Misc. Fixes
      • Rev. 2.7A1 Update
        • All motions are in .rlMotion format for iClone 7 or higher.
        • All New Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
        • NEW "MotusMan_v55" Skeleton. Please see the included "MotusMan_v55_NOTES" document.
        • The "RightHandMiddle1" 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 "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.
        • Please see the included "Rifle Position NOTES" document.
        • NOTE: If you need a copy of 2.7 in the future for your existing pipeline, contact us and we can provide the files.
      • 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.
      • Provided Motus Man character is copyright © Motus Digital, LLC
      *CryEngine Rifle Starter
      #Starter-Cry

      21+ CRYENGINE Rifle Animations

      INCLUDES: Idles, Walking, Jogging, Crouching, Aiming, Shooting, Turns, Jumps and Transitions.

      3D Character Animations for Game Development in the CryEngine Game Engine.

      *3D character animations for game development in CryEngine. **Also available on the CryEngine Marketplace.

      21 Animations + In-Place, 3 Aim Offsets, 1 Split Jump -  47 TOTAL ANIMATION FILES

      Technical Info
      #Starter-Cry

      Includes a selection of animations from Military Rifle MoCap Pack

      • All Animations as Root Motion and In-Place
      • Split Jump
      • Our MotusMan is already featured in the CryEngine!
      • All animations are native I_CAF files and on the default MotusMan Character.
      • The MotusMan Character is included in the First and Third Person Templates in CryEngine 5.
      • All idles and transitions have been carefully pose-matched, for seamless motion trees.
      • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it with zero offset to the “RT_weapon_R_default_target” bone in the right hand will place and animate it correctly.
      • Provided Motus Man character is copyright © Motus Digital, LLC
      *BIP Rifle Starter 
      #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.

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

      3D character animations in Biped format for 3D Studio Max and other 3D software that accepts .bip file format.

      11 Animations, 6 Aim Offsets, 5 Split Jumps - 33 Total Animation Files.

      3D Viewer
      #Starter-BIP

      Technical Info
      #Starter-BIP
      • Rev. 2.7A2
        Stabilized Aim Turns
        Misc. Fixes
      • Rev. 2.7A1 Update
        • All New Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
        • NEW "MotusMan_v55" Skeleton. Please see the included "MotusMan_v55_NOTES" document.
        • 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.
        • NOTE: If you need a copy of 2.7 in the future for your existing pipeline, contact us and we can provide the files.
      • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the "Right Hand Middle 1" bone in the right hand will place and animate it correctly.
      • All animations are .bip format, standard bip bone names.
        A 3ds Max 2015 file is included of the new “MotusMan_v55” Biped.
      • Provided Motus Man character is copyright © Motus Digital, LLC
      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

      MOCAP ONLINE / MOTUS DIGITAL 
      http://www.MoCapOnline.com 
      MoCap@MotusDigital.com

      *FBX Rifle Basic
      #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.

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

      *.FBX character animations are compatible with Autodesk Maya, Motion Builder, 3D Studio Max, Blender, and many other 3D software packages.

        88 Animations, 13 Aim Offsets, 7 Split Jumps - 192 Total Animation Files.

        3D Viewer
        #Basic-FBX

        Technical Info
        #Basic-FBX
        • Rev. 2.7A2
          Lowered Crouch Turns
          Stabilized Aim Turns
          Misc. Fixes
        • Rev. 2.7A1 Update
          • All New Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
          • NEW "MotusMan_v55.fbx" Skeleton. Please see the included "MotusMan_v55_NOTES" document.
          • The "RightHandMiddle1" 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 "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.
          • Please see the included "Rifle Position NOTES" document.
          • NOTE: If you need a copy of 2.7 in the future for your existing pipeline, contact us and we can provide the files.
        • All animations are .fbx format, standard fbx bone names.
        • 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.
        • Provided Motus Man character is copyright © Motus Digital, LLC
        *UE4 Rifle Basic
        #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.

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

        *Animations are delivered on the UE4 Skeleton in an Unreal Project file, along with source .fbx files. **Animations also available on the Unreal Marketplace.

        88 Animations, 13 Aim Offsets, 7 Split Jumps - 192 Total Animation Files.

        3D Viewer
        #Basic-UE4

        Technical Info
        #Basic-UE4
        • Lowered Crouch Turns
          Stabilized Aim Turns
          Rev. 2.7A1 Update

          • All New Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
          • A few animations added, and naming corrections. 
          • Reference Pose is an "A".
        • Rev. 2.7A Update
          • New Socket on the "middle_01_r" for attaching the Rifle, and all Animations updated to use it.
          • 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.
          • 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.
          • NOTE: If you need a copy of 2.7 in the future for your existing pipeline, contact us and we can provide the files.

        • Rev. 2.7:
          • Project Assets are Engine 4.14 and forward compatible.
          • For Engine 4.13 and previous - All FBX Source animation files are included and can be imported perfectly including IPC.
          • Many animations added and tweaked.
          • 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.
          • New Split Jumps
          • Turn In-Place Loops.
          • Lower CrouchWalks
          • New faster Reloads - Including Standing and Crouching
          • New Weapon Holsters - On Back and Pistol Swaps
          • Back Rifle Socket and Hip Pistol Socket with Matching Animations
          • Full Animation List has frame/seconds delay timings for Holster/UnHolster.
          • Holstered Animations match our Mobility Pro and Pistol Pro, for seamless integration with our other Animation Packs.
          • Relaxed Look - aim offsets.
          • “A” and “T” pose files included to change the default retarget manager stance.
          • Source Animation import and A/T Poses explained here:
            UE4 Compatibility and Usage FAQ
        • A Motionbuilder 2015 file is included with the UE4 template skeleton setup.
        • A Maya 2015 file is also included with the UE4 template skeleton setup with the HIK rig. 
        *Unity Rifle Basic
        #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.

        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.

        88 Animations, 13 Aim Offsets, 7 Split Jumps - 192 Total Animation Files. 

        3D Viewer
        #Basic-Unity

        Technical Info
        #Basic-Unity

        Includes documents with Tips on Avatars and Avatar Adjustments, and "Reference" root motion.
        Mocap Online - Unity Animation Notes

        • Lowered Crouch Turns
          Stabilized Aim Turns
          Minor Fixes
          Rev. 2.7A1 Update:
          • All Animations Humanoid
          • All Animations Root Motion and In-Place
          • New Rifle attachment on the "RightHandMiddle1" finger bone, and all Animations updated to use it.
          • Be sure to read the included docs on Rifle Attachment and Placement:
            Mocap Online - Unity Rifle Attachment
          • The original custom added “hand_r_wep” bone is no longer used, allowing other Humanoid Characters to use the animation. No custom rigging needed.
          • 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.
          • Root Motion and In-Place
          • Reference Root Motion
        • Includes documents with Tips on Avatars and Avatar Adjustments, and "Reference" root motion.
        • All animations are .fbx format, standard fbx bone names.
        • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it to the "RightHandMiddle1" finger bone in the right hand will place and animate it correctly.
        • Provided Motus Man character is copyright © Motus Digital, LLC

        RIFLE Basic - Mocap Animation Pack

        *iClone Rifle Basic 
        #Basic-ICL

        123+ iClone Rifle Animations

        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.

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

        *iMotion MoCap Packs are compatible with iClone 6 and higher.

          88 Animations, 13 Aim Offsets, 7 Split Jumps - 192 Total Animation Files. 

          3D Viewer
          #Basic-ICL
          Technical Info
          #Basic-ICL
          • Rev. 2.7A2
            Lowered Crouch Turns
            Stabilized Aim Turns
            Misc. Fixes
          • Rev. 2.7A1 Update
            • All motions are in .rlMotion format for iClone 7 or higher.
            • All New Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
            • NEW "MotusMan_v55" Skeleton. Please see the included "MotusMan_v55_NOTES" document.
            • The "RightHandMiddle1" 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 "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.
            • Please see the included "Rifle Position NOTES" document.
            • NOTE: If you need a copy of 2.7 in the future for your existing pipeline, contact us and we can provide the files.
          • 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.
          • Provided Motus Man character is copyright © Motus Digital, LLC
          *CryEngine Rifle Basic 
          #Basic-CRY

          68+ RIFLE ANIMATIONS FOR CRYENGINE

          All Animations as Root Motion and In-Place
          INCLUDES: Idles, Walks, Jogs, Runs, Crouches, Aims, Shooting, Turns, Jumps, Deaths and Transitions.

          3D Character Animations for Game Development in the CryEngine Game Engine.

          *3D character animations for game development in CryEngine. **Also available on the CryEngine Marketplace.

          68 Animations + In-Place, 13 Aim Offsets, 5 Split Jumps - 157 TOTAL ANIMATION FILES  

            *** Rifle Pro 2.7 Sketchfab update is coming soon.

          Technical Info
          #Basic-CRY

          • Our MotusMan is already featured in the CryEngine!
          • All animations are native I_CAF files and on the default MotusMan Character.
          • The MotusMan Character is included in the First and Third Person Templates in CryEngine 5.
          • Basic subset of Military Rifle PRO animations for a third-person shooter game.
          • Root Motion and In-Place
          • All idles and transitions have been carefully pose-matched, for seamless motion trees.
          • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it with zero offset to the “RT_weapon_R_default_target” bone in the right hand will place and animate it correctly.
          • Provided Motus Man character is copyright © Motus Digital, LLC

          Also on CRYENGINE MARKETPLACE.

          *BIP Rifle Basic
          #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.

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

          3D character animations in Biped format for 3D Studio Max and other 3D software that accepts .bip file format.

            88 Animations, 13 Aim Offsets, 7 Split Jumps - 192 Total Animation Files.

            3D Viewer
            #Basic-BIP

            Technical Info
            #Basic-BIP

            • Rev. 2.7A2
              Lowered Crouch Turns
              Stabilized Aim Turns
              Misc. Fixes
            • Rev. 2.7A1 Update
              • All New Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
              • NEW "MotusMan_v55" Skeleton.
              • 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.
              • NOTE: If you need a copy of 2.7 in the future for your existing pipeline, contact us and we can provide the files.
            • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the First Middle Finger bone in the right hand will place and animate it correctly.
            • All animations are .bip format, standard bip bone names.
              A 3ds Max 2015 file is included of the new “MotusMan_v55” Biped.
            • Provided Motus Man character is copyright © Motus Digital, LLC
            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

            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

             

            MOCAP ONLINE / MOTUS DIGITAL 
            http://www.MoCapOnline.com 
            MoCap@MotusDigital.com

            *FBX Rifle Pro 
            #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.

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

            *.FBX character animations are compatible with Autodesk Maya, Motion Builder, 3D Studio Max, Blender, and many other 3D software packages.

              390 Animations, 48 Aim Offsets, 36 Split Jumps - 892 Total Animation Files. 

              3D Viewer
              #Pro-FBX

              Technical Info
              #Pro-FBX 
              • Rev. 2.7A2
                Lowered Crouch Turns
                Stabilized Aim Turns
                Misc. Fixes
              • Rev. 2.7A1 Update
                • All New Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
                • NEW "MotusMan_v55.fbx" Skeleton. Please see the included "MotusMan_v55_NOTES" document.
                • The "RightHandMiddle1" 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 "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.
                • Please see the included "Rifle Position NOTES" document.
                • NOTE: If you need a copy of 2.7 in the future for your existing pipeline, contact us and we can provide the files.
              • All animations are .fbx format, standard fbx bone names.
              • 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.
              • Provided Motus Man character is copyright © Motus Digital, LLC

               NOTE: Highlight Video does not show all animations in Pack. Please see Sketchfab Viewer and Motion List for true Pack contents.

              *UE4 Rifle Pro
              #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.

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

              *Animations are delivered on the UE4 Skeleton in an Unreal Project file, along with source .fbx files. **Animations also available on the Unreal Marketplace.

              390 Animations, 48 Aim Offsets, 36 Split Jumps - 892 Total Animation Files. 

              3D Viewer
              #Pro-UE4

              Technical Info
              #Pro-UE4
              • Lowered Crouch Turns
                Stabilized Aim Turns
                Rev. 2.7A1 Update

                • All New Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
                • A few naming corrections.
                • Reference Pose is an "A".
              • Rev. 2.7A Update
                • New Socket on the "middle_01_r" for attaching the Rifle, and all Animations updated to use it.
                • 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.
                • 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.
                • NOTE: If you need a copy of 2.7 in the future for your existing pipeline, contact us and we can provide the files.
              • Rev. 2.7
                • Project Assets are Engine 4.14 and forward compatible.
                • For Engine 4.13 and previous - All FBX Source animation files are included and can be imported perfectly including IPC.
                • Many animations added and tweaked.
                • Our IPC(in-place custom) animations have custom attributes providing continuous Speed and Rot(yaw) data curves, a feature used by major developers.
                • New Split Jumps
                • Turn In-Place Loops.
                • Lower CrouchWalks
                • New faster Reloads - Including Standing and Crouching
                • New Weapon Holsters - On Back and Pistol Swaps
                • Back Rifle Socket and Hip Pistol Socket with Matching Animations
                • Full Animation List has frame/seconds delay timings for Holster/UnHolster.
                • Holstered Animations match our Mobility Pro and Pistol Pro, for seamless integration with our other Animation Packs.
                • Stand and Turn to Walk/Jog/Run Forward in eight directions.
                • Crouch and Turn to CrouchWalk Forward in eight directions.
                • Relaxed Look - aim offsets
                • “A” and “T” pose files included to change the default retarget manager stance.
                • Source Animation import and A/T Poses explained here:
                  UE4 Compatibility and Usage FAQ
              • All animations as Root Motion and In-Place.
              • All animations are on the UE4 template skeleton with IK bones.
              • FBX source files are also included as single Take animations on the UE4 template skeleton They are in “\Project\Source\FBX\” (not visible in the editor).
              • A Motionbuilder 2015 file is included with the UE4 template skeleton setup with the HIK rig, and the M4 Rifle mesh with constraints setup for one and two handed connections. Any of the FBX animation files can be imported, edited and animated as desired, and re-exported as new animations.
              • A Maya 2015 file is also included with the UE4 template skeleton setup with the HIK rig. Any of the FBX files can be imported, edited and animated as desired, and re-exported as new animations. 

              NOTE: Highlight Video does not show all animations in Pack. Please see Sketchfab Viewer and Motion List for true Pack contents.

              *Unity Rifle Pro
              #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.

              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.

              390 Animations, 48 Aim Offsets, 36 Split Jumps - 892 Total Animation Files. 

               3D Viewer
              #Pro-Unity

              Technical Info
              #Pro-Unity

              Includes documents with Tips on Avatars and Avatar Adjustments, and "Reference" root motion.
              Mocap Online - Unity Animation Notes

              • Lowered Crouch Turns
                Stabilized Aim Turns
                Minor Fixes
                Rev. 2.7A1 Update:
                • All Animations Humanoid
                • All Animations Root Motion and In-Place
                • New Rifle attachment on the "RightHandMiddle1" finger bone, and all Animations updated to use it.
                • Be sure to read the included docs on Rifle Attachment and Placement:
                  Mocap Online - Unity Rifle Attachment
                • The original custom added “hand_r_wep” bone is no longer used, allowing other Humanoid Characters to use the animation. No custom rigging needed.
                • 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.
                • Root Motion and In-Place
                • Reference Root Motion
              • Includes documents with Tips on Avatars and Avatar Adjustments, and "Reference" root motion.
              • All animations are .fbx format, standard fbx bone names.
              • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it to the "RightHandMiddle1" finger bone in the right hand will place and animate it correctly.
              • Provided Motus Man character is copyright © Motus Digital, LLC

                (Highlight Video does NOT show all animations in Pack. Please see Sketchfab Viewer and Motion List for true Pack Contents) 

                *iClone Rifle Pro
                #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.

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

                *iMotion MoCap Packs are compatible with iClone 6 and higher.

                  390 Animations, 48 Aim Offsets, 36 Split Jumps - 892 Total Animation Files.

                  3D Viewer
                  #Pro-ICL

                  Technical Info
                  #Pro-ICL
                  • Rev. 2.7A2
                    Lowered Crouch Turns
                    Stabilized Aim Turns
                    Misc. Fixes
                  • Rev. 2.7A1 Update
                    • All motions are in .rlMotion format for iClone 7 or higher.
                    • All New Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
                    • NEW "MotusMan_v55" Skeleton. Please see the included "MotusMan_v55_NOTES" document.
                    • The "RightHandMiddle1" 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 "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.
                    • Please see the included "Rifle Position NOTES" document.
                    • NOTE: If you need a copy of 2.7 in the future for your existing pipeline, contact us and we can provide the files.
                  • 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.
                  • Provided Motus Man character is copyright © Motus Digital, LLC

                   NOTE: Highlight Video does not show all animations in Pack. Please see Sketchfab Viewer and Motion List for true Pack contents.

                  *CryEngine Rifle Pro
                  #Pro-Cry

                  446+ RIFLE ANIMATIONS FOR CRYENGINE

                  All Animations as Root Motion and In-Place
                  INCLUDES: Idles, Walks, Jogs, Runs, Crouches, Aims, Shooting, Turns, Jumps, Deaths and Transitions.

                  Has movement in eight directions with crouches and jumps. Includes three speeds; walk, jog and run, with strafing. 

                  3D Character Animations for Game Development in the CryEngine Game Engine.

                  *3D character animations for game development in CryEngine. **Also available on the CryEngine Marketplace.

                  359 Animations + In-Place, 48 Aim Offsets, 36 Split Jumps - 838 TOTAL ANIMATION FILES 

                   *** Rifle Pro 2.7 Sketchfab update is coming soon.

                  Technical Info
                  #Pro-Cry
                  • Our provided MotusMan is already featured in the CryEngine!
                  • All animations are native I_CAF files and on the default MotusMan Character.
                  • The MotusMan Character is included in the First and Third Person Templates in CryEngine 5.
                  • Huge set of Military Rifle animations for developing a third-person shooter game.
                  • All idles and transitions have been carefully pose-matched, for seamless motion trees.
                  • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it with zero offset to the “RT_weapon_R_default_target” bone in the right hand will place and animate it correctly.
                  • Provided FBX Motus Man character is copyright © Motus Digital, LLC

                   

                    *BIP Rifle Pro
                    #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.

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

                    3D character animations in Biped format for 3D Studio Max and other 3D software that accepts .bip file format.

                      390 Animations, 48 Aim Offsets, 36 Split Jumps - 892 Total Animation Files.

                      3D Viewer
                      #Pro-BIP

                      Technical Info
                      #Pro-BIP
                      • Rev. 2.7A2
                        Lowered Crouch Turns
                        Stabilized Aim Turns
                        Misc. Fixes
                      • Rev. 2.7A1 Update
                        • All New Updated Split Jumps. Improved Take-Offs, In-Air Loops and Landings.
                        • NEW "MotusMan_v55" Skeleton.
                        • 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.
                        • NOTE: If you need a copy of 2.7 in the future for your existing pipeline, contact us and we can provide the files.
                      • M4_Rifle_01 - A matching fully textured Rifle has been included as a separate asset .fbx file. Parenting or constraining it correctly to the First Middle Finger bone in the right hand will place and animate it correctly.
                      • All animations are .bip format, standard bip bone names.
                        A 3ds Max 2015 file is included of the new “MotusMan_v55” Biped.
                      • Provided Motus Man character is copyright © Motus Digital, LLC

                       NOTE: Highlight Video does not show all animations in Pack. Please see Sketchfab Viewer and Motion List for true Pack contents.

                      Animation List
                      #Pro

                       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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