BLENDER SOURCE FILES
Requirements
Blender version: 5.0.1 or later.
Open the provided Blender source files using a supported version to avoid compatibility issues.

Animation Naming
Animation names describe the clip type, target frame range, and whether the animation loops.
Example: Walk 30L
Walkis the animation name.30indicates a target frame range of 0–30.Lindicates that the animation is designed to loop.
Some animations contain keyframes outside the target frame range. These are offset loop frames used to create secondary motion. When configuring the clip in your game engine, ensure that only the specified target frame range is used.
Jump Animations
The jump animation is divided into several clips so the game engine can select the appropriate animation based on the character’s current state.
Jump Prepare
Played while the character prepares to jump.
Air Up
Played while the character is moving upward.
Air Down
Played while the character is falling.
Land
Played when the character touches the ground.
Some characters include two variants of the upward-motion animation:
Air Up Idle
Used when the character is moving upward without moving forward.
Air Up Move
Used when the character is moving upward while also moving forward.
These clips should be selected according to the character’s movement and jump state in the game engine.
The Jump Full clip combines the complete jump sequence:
Jump Prepare
Air Up
Air Down
Land
This clip includes vertical movement on the root bone. It is intended primarily for preview and demonstration purposes and is generally not used in the game engine.
Recommended Unity Export Settings
Use the following settings when exporting the character and animations for Unity:

Unity Import Settings
After importing the exported file into Unity:
Open its import settings.
Enable
Bake Axis Conversionin theImport SettingsConfigure each animation clip to use only its specified target frame range.
Enable looping for animation names ending in
L.

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