> For the complete documentation index, see [llms.txt](https://docs.cainos.net/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.cainos.net/pixel-art-monster-dungeon/blender-source-files.md).

# BLENDER SOURCE FILES

### Requirements

Blender versio&#x6E;**:** 5.0.1 or later.

Open the provided Blender source files using a supported version to avoid compatibility issues.

<figure><img src="/files/NNwvW39ZQfAUjFAh6AgO" alt="" width="563"><figcaption></figcaption></figure>

### 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.

<table><thead><tr><th width="160.3333740234375">Clip</th><th>Usage</th></tr></thead><tbody><tr><td>Jump Prepare</td><td>Played while the character prepares to jump.</td></tr><tr><td>Air Up</td><td>Played while the character is moving upward.</td></tr><tr><td>Air Down</td><td>Played while the character is falling.</td></tr><tr><td>Land</td><td>Played when the character touches the ground.</td></tr></tbody></table>

Some characters include two variants of the upward-motion animation:

<table><thead><tr><th width="159.77777099609375">Clip</th><th>Usage</th></tr></thead><tbody><tr><td>Air Up Idle</td><td>Used when the character is moving upward without moving forward.</td></tr><tr><td>Air Up Move</td><td>Used when the character is moving upward while also moving forward.</td></tr></tbody></table>

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:

<figure><img src="/files/2mEbWMeJJgJKXvri6nL5" alt="" width="284"><figcaption></figcaption></figure>

### 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`.

<figure><img src="/files/WlixsNQqqXvxbkQisiIx" alt="" width="563"><figcaption></figcaption></figure>
