For the complete documentation index, see llms.txt. This page is also available as Markdown.

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

  • Walk is the animation name.

  • 30 indicates a target frame range of 0–30.

  • L indicates 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.

Clip
Usage

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:

Clip
Usage

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.

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 Conversion in the Import Settings

  • Configure each animation clip to use only its specified target frame range.

  • Enable looping for animation names ending in L.

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