Animations

There are 77 clips. The character loads playing Idle. The animation bar at the top of the viewport has quick buttons (Bind pose, Idle, Walk, Run), previous / next, and All animations, a drawer with search and categories that keeps the character in view.

Category Clips
Idle & stance Idle, Crouch idle (loops)
Locomotion Walk, Slouch walk, Model walk (catwalk), Run, Walk backwards, Strafe left/right (loops; in place, or with root motion)
Sitting & lying Sit down, Sit idle, Stand up (on a chair; Idle → Sit down → Sit idle → Stand up → Idle chain without a jump); Lie down, Sleep (on the back; they chain into Get up (from back))
Actions Jump, Fall, Punch, Low punch, Hit reaction (one-shots); Jump start, Jump (in air) (loop), Jump land and Running jump, split for engine character controllers; sword idle (guard), sword slash, sword block
Interaction Pick up (ground), Use / press, Open door, Push (one-shots); Carry idle and Carry walk (loops)
Emotes Wave, Cheer, Laugh, Cry, Talk (loops)
Turns Left/right 45° and 90°, full 360° (one-shots: hip yaw with stepping feet)
Shooter Pistol idle (low ready), aim and fire. Rifle idle (low ready), aim idle, fire single, fire full-auto, reload, aiming walk / walk back / strafe left / strafe right, run, sprint, crouch aim and crouch walk. Throw grenade.
Reactions Hit from front / back / left / right, knockdown, death (fall forward), death (fall backward), get up (from back), get up (from front) (one-shots). Knockdown ends where Get up (from back) starts, and Death (fall forward) ends where Get up (from front) starts, so they chain without a pop
Vehicles Drive car, sit (passenger), ride bicycle, ride motorcycle, ride horse (trot), paddle canoe, paddle kayak, row boat, drive boat (helm) (loops)

Feet are grounded automatically (crouch, landing, steps), and switching clips in the viewer crossfades over 0.25 s.

Motion capture

These clips are recorded performances from the CMU motion capture database, retargeted onto each character:

The retargeting:

The takes and cuts are listed in scripts/mocap-takes.ts. npm run build-mocap bakes them into compact data (src/core/anim/clips/mocap-data.ts), so the app, the exporters and the tests have them without the source files.

Interaction

The Interaction category contains six clips. They animate the character; your game supplies the box, button, door or other object.

The carry clips hold a roughly 40 cm-wide object in front of the torso. Wrist targets are 46 cm apart, with fingers forward and palms facing inward (scaled to the character's height). Parent your prop to a hand or drive it from the midpoint of the two wrists. These clips do not add a box to the character or export an interaction prop. The existing handbag and briefcase props remain one-hand accessories.

Interaction hands use chest-space IK; the pickup reach uses floor-space targets that account for the body’s grounding offset while it squats. The door hand follows the forearm with a small latch twist, avoiding a forced sideways wrist bend. Actions ease in from and back to the relaxed pose, except pickup, which ends holding the object. Timings are authoring references for game events, not an automatic object-attachment system.

Vehicles and props

The vehicle clips animate the rider only, like the shooter set: your game supplies the vehicle and parents the character to its seat.

Bicycle prop: under Props, choose Ride: Bicycle. It plays Ride bicycle and shows a bicycle fitted to the character, measured from the clip:

The hands are pinned to the bar, so they hold it firmly while the body pedals. The bicycle is a preview prop for now and isn't included in exports.

Weapons

Bags: under Props, Bag picks a straw tote, a structured handbag or a leather briefcase (carried in the left hand, bound to the hand bone, its fingers closed round the handle in every clip) or a canvas backpack (worn). Each bag has its own colours: the straw and trim of the tote; the leather (smooth, patent on the handbag, or grained) and hardware of the handbag and briefcase; and the canvas and accent of the backpack.

Pick an assault rifle, pistol, sword or combat knife under Props. It's held in the right hand on the WeaponR socket (see Rigging), and the viewer switches to the matching idle.

How clips work

In the exports, GLB has one glTF animation per clip (30 fps, rotation channels plus root translation), and FBX has one AnimationStack (take) per clip. scripts/blender_anim_check.py imports the files into Blender and renders key frames of every action.

To add a clip, see CONTRIBUTING.md.