Unreal Engine – Sword and Shield First Person Animation Set 5.0

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Format:Unreal Engine

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Description

This is a set of 35 hand-crafted first person sword and shield animations.

UPDATE – August 27th, 2021 – State machine has been restructured to prevent an issue that could sometimes cause attack animations to be canceled early. New state transitions have also been added to allow attacking while jumping.

– Includes AnimBP

– Basic player controller based on the UE4 First Person template included

– Attacks are available in single-animation form as well as split into Charge, Hold, and Release segments to allow charge attacks

– AnimBP is set up to allow certain attacks to string together seamlessly

– Placeholder sword and shield meshes included

Please note that these animations are for first-person use only. The animations are staged to look best from a specific first-person camera angle, meaning things that happen off-screen may not look natural!

Animations:

Unsheathe

Sheathe

Idle

IdleUnarmedPose (Single-frame pose)

Walk

Sprint

JumpStart

JumpLoop

JumpEnd

AttackLeft

AttackLeftCharge

AttackLeftHold

AttackLeftRelease

AttackRight

AttackRightCharge

AttackRightHold

AttackRightRelease

AttackDown

AttackDownCharge

AttackDownHold

AttackDownRelease

AttackStab

AttackStabCharge

AttackStabHold

AttackStabRelease

BlockStart

BlockIdle

BlockEnd

BlockWalk

BlockSprint

BlockJumpStart

BlockJumpLoop

BlockJumpEnd

BlockImpact

ShieldBash

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Technical Details

Features:

  • 35 first person sword and shield melee animations
  • Basic player controller
  • Animation Blueprint

Scaled to Epic skeleton: Yes

Rigged to Epic skeleton: Yes

Animated: Yes

Number of Animations: 35

Animation types: In-Place

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows

Documentation: N/A

Important/Additional Notes:

  • The sword attaches to the SwordSocket on the ik_hand_gun joint, and the shield attaches to the ShieldSocket on the ik_hand_l joint.
  • The default socket positions assume the origins of your sword and shield models are at the center of their handles. If this isn’t true for your meshes, the sockets’ Relative Location can be adjusted.
  • If you’re building your own player controller, the first person arms mesh should be parented to the camera and should be offset -165 below the camera on the Z-axis.
  • Source FBX files are located in ContentFPSwordAndShieldSouceFiles