Publisher | Grruzam |
---|---|
File size | 90.68MB |
Number of files | 417 |
Latest version | 1 |
Latest release date | 2022-06-24 03:39:10 |
First release date | 2020-11-26 12:28:13 |
Supported Unity versions | 2018.4.2 or higher |
This package provides character animation for RPG production.
Burst Great Sword Animation consists of about 406 kinds of key animations.
The animation contains.
- Intro : 1
- Movement : 72
- Movement RootMotion : 59
- Turn in place RootMotion : 56
- Turn in place Inplace : 56
- Crouch RootMotion : 14
- Crouch Inplace : 14
- Skills : 15
- Attack : 23
- Attack Inplace : 19
- Jump Attack : 4
- Count Attack(Revenge_Guard) : 6
- Damage : 21
- KnockDown : 18
- Dodge : 4
- ZeroHeight : 16
- Injured : 4
- Injured RootMotion : 4
- Total : 406
[Grruzam Anmation_Test_File]
[To check the Anmation state]
Product information
The character league is set to humanoid configuration. Includes 5 finger bones, shoulder arms and leg twist bones.
The model of the demo video for promotion is not included as a real Grruzam RPG powerful Package asset,
but includes dummy modeling with the same size, frame structure, and naming.
Motion states was aligned to the animation controller.
Burst Great Sword Animation consists of about 406 kinds of key animations.
The animation contains.
- Intro : 1
- Movement : 72
- Movement RootMotion : 59
- Turn in place RootMotion : 56
- Turn in place Inplace : 56
- Crouch RootMotion : 14
- Crouch Inplace : 14
- Skills : 15
- Attack : 23
- Attack Inplace : 19
- Jump Attack : 4
- Count Attack(Revenge_Guard) : 6
- Damage : 21
- KnockDown : 18
- Dodge : 4
- ZeroHeight : 16
- Injured : 4
- Injured RootMotion : 4
- Total : 406
[Grruzam Anmation_Test_File]
[To check the Anmation state]
Product information
The character league is set to humanoid configuration. Includes 5 finger bones, shoulder arms and leg twist bones.
The model of the demo video for promotion is not included as a real Grruzam RPG powerful Package asset,
but includes dummy modeling with the same size, frame structure, and naming.
Motion states was aligned to the animation controller.
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