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Shooter Rifle Anims

PREMIUM Asset Constant Updates 4.26 Shooter Rifle Anims LAST VERSION

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Video Demo

NOTE: All anims in this pack are also contained in my blueprint shooter project, except for the aiming anims and the AimOffsets, since that project uses procedural methods.

This pack consists of handcrafted tactical animations for the Epic's full-body mannequin holding a rifle. Can be used for external view and for view from a camera attached to the head (true 1st person view). Arms and head were animated so that the gun moves nicely in the head camera's view at all times.

This pack doesn't include character blueprint of character anim blueprint.

If using a camera attached to the head, it's recommended to set the Near Clip Plane in Project Settings to a relatively low value (for example 3) in Settings -> Project Settings -> Engine - General Settings

Includes BlendSpaces for blending movement in all directions and to seamlessly transition between idle, walking, jogging and running.

Includes 2 options for looking up and down:

-Option 1 - Anim Blueprint that directly adds rotation the head, neck and spine bones to make him look up and down (spine bend). This option works very well with cameras attched to the head (true 1st person view) and also with external cameras (3rd person view).
-Option 2 - AimOffsets 1D that additively blend between 3 poses: looking up, center and down. This option can be used for external cameras (3rd person view, etc.) but doesn't look good for cameras attached to the head (true 1st person view).

Both Options 1 and 2 include an Anim Blueprint with IK nodes for the hands to keep them correctly attached to the gun. Option 1 uses two virtual bones as IK targets. Option 2 doesn't need the virtual bones and they can be safely removed if option 2 is used exclusively.

Technical Details​

Features:
Rigged to Epic skeleton: Yes
If rigged to the Epic skeleton, IK bones are included: Yes
Number of Animations: 49, being:
  • 6-direction walk (fwd diagonals are achieved through blending fwd and laterals in BlendSpace)
  • 6-direction walk aim (fwd diagonals are achieved through blending fwd and laterals in BlendSpace)
  • 6-direction jog (fwd diagonals are achieved through blending fwd and laterals in BlendSpace)
  • 6-direction run (fwd diagonals are achieved through blending fwd and laterals in BlendSpace)
  • 6-direction crouch walk (fwd diagonals are achieved through blending fwd and laterals in BlendSpace)
  • 6-direction crouch walk aim (fwd diagonals are achieved through blending fwd and laterals in BlendSpace)
  • 1 idle
  • 1 idle aim
  • 1 crouch idle
  • 1 crouch idle aim
  • 1 reload empty chamber
  • 1 reload loaded chamber
  • 1 fire
  • 1 fire aim
  • 1 equip
  • 1 unequip
  • 1 jump start
  • 1 jump loop
  • 1 jump end

Number of animation montages: 1 (fire montage that splits firing in loop section and end section)
Number of BlendSpaces: 4, being:
  • 1 standing idle -> walk -> jog -> run
  • 1 standing aim idle -> walk
  • 1 crouch idle -> walk
  • 1 crouch aim idle -> walk

Number of AimOffsets 1D: 2, being:
  • 1 idle
  • 1 idle aim

Animation types: In-Place (no Root Motion)
Supported Development Platforms:
Windows: Yes
Mac: Not tested
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