UE虚幻资源 [动画/动作] 第一人称战斗作战动画虚幻4UE4FPPMeleeAnimset
发布于
2023-11-10
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引擎插件类型: 动画|特效 

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https://www.unrealengine.com/marketplace/en-US/product/fpp-melee-animset
image.png image.png
360 FPP animations for 5 weapons:
Sword / Axe / Mace and (optional) Shield: https://youtu.be/igmqcDc0evE
Longsword / Two-handed sword: https://youtu.be/NTrzxPIXer4
Spear: https://youtu.be/eEOob8KS8wY
Halberd / Two-handed axe: https://youtu.be/3e4xRsBx_Mw
Dagger: https://youtu.be/h9sZ1uerf44
Example gameplay built with this pack: https://youtu.be/7WajPsCQCVM
Link: animation list
Those five First Person Perspective animation sets allow you to build gameplay for virtually any melee weapon. FPP camera and weapon models can be attached directly to head and hand bones - no special prop bones are needed.
This is not a full body animation set. Legs are animated only if necessary (in kick animation for example). Character controller is not included - just 360 animations for building your FPP game.
More at kubold.com
Technical Details
Features:
360 FPP animations for 5 different weapons
Scaled to Epic skeleton: Yes
Rigged: Yes
Rigged to Epic skeleton: Yes
Animated: Yes
Number of Characters: 1 - Default UE4 Mannequin
Number of Animations: 360
Animation types: In-place FPP
Supported Development Platforms: All
Supported Target Build Platforms: All
Documentation: https://www.kubold.com/downloads
Important/Additional Notes:
Those are FPP animations only, legs are often not animated and not to be shown, except if needed (for kick or slide for example). Attach the camera directly to the head bone and weapons to right hand bone. Spear and shield are an exception - attach them to the left hand bone, not right.
I strongly recommend using characters rigged to Epic skeleton when using those animations, but if your FPP character has a different skeleton and you need to retarget the motions, using IK on the hands, to stabilize them on the weapon grip, might come in handy.
FBX source files can be found in ...Content\FPPMeleeAnimset\SourceFiles\SourceFiles.zip (zip files are not visible in Editor, access outside of Editor).

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