Spearman Warrior Mecanim Animation Pack

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A complete set of 41 polished and professional Spearman Warrior animations, setup as a Mecanim Humanoid with included Xbox360 gamepad compatible character controller script, ready to drop into your game.

For more detail this asset from the Unity Asset Store: Click Here

This is a paid asset, but now you can download the “Spearman Warrior Mecanim Animation Pack” for FREE, Please keep in mind this package is provided only for learning purposes or to be able to test before buying the product, NOT FOR COMMERCIAL PURPOSES.

Spearman Warrior Mecanim Animation Pack v2.2.1

VIP Only

Character is setup with Mecanim’s Humanoid configuration so you can easily swap your own characters in, and it also has support for full 5 finger hands to accommodate high detail models. The provided Animation Controller is clean and concise, or just plug the animations into your existing setup. Character uses Root Motion for precise movement tracking and anti-foot slipping, with highly tweaked blending for perfect transitions.

Includes

41 High quality animations, with more added upon request.
Full Mecanim Humanoid Skeleton with full 5 finger hand support.
Clean concise Animator Controller ready to hook into your code.
Fully featured Character controller with physics and Xbox360 gamepad support.
Stationary _S versions of all translating animations for use with Ultimate Fighting Engine and other similar implementation approaches in case you want programmatic motion control.
Added IK_Hands script to help placement of hands on sword when re-targeting animations.
Part of the series of other Warrior and Fighter Packs available.

Components
● WarriorController – This is the main controller which every other component references.
● WarriorMovementController – This component takes care of physics and drives the character in
various movement states using SuperCharacterController.
● SuperCharacterController – This component handles ground detection and surface interaction.
● WarriorTiming – This component contains timing for locking the Warrior’s movement and action during
animation, and also timing for attack chaining windows for button presses.
● AnimatorParentMove – Enables Root Motion in the animation to drive the Warrior movement. It is
automatically attached to the game object with the Animator component at runtime.
● WarriorAnimatorEvents – This component contains placeholder methods for animation events
triggered by the animator. It is automatically attached to the game object with the Animator component
at runtime.
● WarriorData – This component contains enum data for the Warrior’s type, state, and animation
triggers.

 

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