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Ninja MoCap Animation Pack

Wax on.  Wax off.  Your 3D character completed training and is ready to kick some serious butt.  Highly detailed variations of attacks and evasions to slip through the shadows and seriously go Ninja on your enemies.

 

A large set of detailed ninja animations for game and CG development.

  • A full set of ninja animations for game development and CG production.

  • Many versions of idles and fidgets.

  • Both combat and relaxed animations.

  • Hits and attacks from all directions.

  • Many variations of stunts from high, mid and low platforms.

  • All locomotions have two versions, in-place and with traveling root motion.

  • All idles and transitions have been carefully pose-matched, for seamless motion trees.

  • All animations are .fbx format, standard fbx bone names.

  • Provided Motus Man character is copyright © Motus Digital, LLC

WALKS

  • Combat_Walk_Forward

  • Combat_Walk_Forward_InPlace

  • Combat_Walk_Back

  • Combat_Walk_Back_InPlace

  • Combat_Walk_Left

  • Combat_Walk_Left_InPlace

  • Combat_Walk_Right

  • Combat_Walk_Right_InPlace

  • Relaxed_Walk_Forward

  • Relaxed_Walk_Forward_InPlace

  • Relaxed_Walk_Back

  • Relaxed_Walk_Back_InPlace

  • Relaxed_Walk_Left

  • Relaxed_Walk_Left_InPlace

  • Relaxed_Walk_Right

  • Relaxed_Walk_Right_InPlace

 

IDLES, FIDGETS

  • Combat_Stand_Idle

  • Relaxed_Stand_Idle

  • Relaxed_Stand_To_Combat_Stand

  • Combat_Stand_To_Relaxed_Stand

  • Combat_Stand_L_90

  • Combat_Stand_R_90

  • Combat_Stand_R_180

  • Relaxed_Stand_L_90

  • Relaxed_Stand_R_90

  • Relaxed_Stand_L_180

  • Relaxed_Stand_R_180

  • Relaxed_Stand_Fidget_v1

  • Relaxed_Stand_Fidget_v2

  • Relaxed_Stand_Fidget_v3

  • Relaxed_Stand_Fidget_v4

  • Relaxed_Stand_Fidget_v5

  • Relaxed_Stand_Fidget_v6

  • Relaxed_Stand_Fidget_v7

  • Relaxed_Stand_Fidget_v8

 

JOGS

  • Combat_Jog_Forward_InPlace

  • Combat_Jog_Back

  • Combat_Jog_Back_InPlace

  • Combat_Jog_Left

  • Combat_Jog_Left_InPlace

  • Combat_Jog_Right

  • Combat_Jog_Right_InPlace

  • Combat_Jog_Forward_To_Cbt_Std

  • Combat_Jog_Back_To_Cbt_Std

  • Combat_Jog_Left_To_Cbt_Std

  • Combat_Jog_Right_To_Cbt_Std

  • Relaxed_Jog_Forward

  • Relaxed_Jog_Forward_InPlace

  • Relaxed_Jog_Back

  • Relaxed_Jog_Back_InPlace

  • Relaxed_Jog_Left

  • Relaxed_Jog_Left_InPlace

  • Relaxed_Jog_Right

  • Relaxed_Jog_Right_InPlace

  • Relaxed_Jog_Forward_To_Cbt_Std

  • Relaxed_Jog_Back_To_Cbt_Std

  • Relaxed_Jog_Left_To_Cbt_Std

  • Relaxed_Jog_Right_To_Cbt_Std

  • Relaxed_Jog_Forward_To_Rlx_Std

  • Relaxed_Jog_Back_To_Rlx_Std

  • Relaxed_Jog_Left_To_Rlx_Std

  • Relaxed_Jog_Right_To_Rlx_Std

 

RUNS

  • Combat_Run_Forward

  • Combat_Run_Forward_InPlace

  • Combat_Run_Left

  • Combat_Run_Left_InPlace

  • Combat_Run_Right

  • Combat_Run_Right_InPlace

  • Relaxed_Run_Forward

  • Relaxed_Run_Forward_InPlace

  • Relaxed_Run_Left

  • Relaxed_Run_Left_InPlace

  • Relaxed_Run_Right

  • Relaxed_Run_Right_InPlace

  • Combat_Run_Forward_To_Cbt_Stnd

  • Combat_Run_Left_To_Cbt_Stnd

  • Combat_Run_Right_To_Cbt_Stnd

MoCap Animation Pack - Ninja1 - UE4 - Male2

167 Ninja MoCap Animations - The complete set of "Ninja_01" mocap animations, Delivered on the UNREAL ENGINE, "Blue Character"

NINJA_01: UNREAL GAME ENGINE

STEP, HOP, JUMP

  • Combat_Jump

  • Combat_Jump_Air_Loop

  • Combat_Jump_Landing

  • Combat_Jump_TakeOff

  • Combat_Jump_Wave

  • Combat_Std_Jump_Forward

  • Combat_Std_Jump_Backward

  • Combat_Std_Jump_Left

  • Combat_Std_Jump_Right

  • Combat_Std_Step_Back

  • Combat_Std_Step_Fwd

  • Combat_Std_Step_Left

  • Combat_Std_Step_Right

  • Run_Flip_Long_Jump_Cbt_Stand

  • Run_Flip_Run

PUNCHES

  • Punch_High_v1

  • Punch_High_v2

  • Punch_High_v3

  • Punch_Mid_v1

  • Punch_Mid_v2

  • Punch_Mid_v3

  • Punch_Back_v1

  • Punch_Back_v2

  • Punch_Back_v3

*All animations are .fbx format, standard fbx bone names.

KICKS

  • Kick_High_v1

  • Kick_High_v2

  • Kick_High_v3

  • Kick_Mid_v1

  • Kick_Mid_v2

  • Kick_Mid_v3

  • Kick_Low_v1

  • Kick_Low_v2

  • Kick_Low_v3

  • Kick_Back_v1

  • Kick_Back_v2

  • Kick_Back_v3

EVADES

  • Combat_Duck

  • Combat_Back_Flip

  • Combat_Jump_Up_Flip

  • Combat_Fwd_OneHand_Cartwheel

  • Combat_Left_Flip

  • Combat_Right_Flip

  • Combat_Forward_Roll_v1

  • Combat_Forward_Roll_v2

  • Combat_Forward_Roll_v3

  • Combat_Bkwd_Roll

  • Combat_Left_Roll

  • Combat_Right_Roll

  • Run_Dive_Forward_Roll

  • Combat_Forward_Cartwheel

  • Combat_Back_Cartwheel

  • Combat_Left_Cartwheel

  • Combat_Right_Cartwheel

  • Run_Jump_Kickoff_Reverse_Run

RECOVERIES

  • Combat_Knock_Dn_Bkwd_Mid_Recover

  • Combat_Knock_Dn_Fwd_Hi_Recover

  • Combat_Knock_Dn_Fwd_Mid_Recover

LOW PLATFORM STUNTS

  • Run_Platform_Low_Dive_Roll_Dn_Cbt_Stand

  • Run_Platform_Low_Roll_Dn_Cbt_Stand

  • Cbt_Std_Platform_Low_Roll_Dn_Cbt_Std

  • Run_Platform_Low_Dive_Aerial_Cbt_Std

  • Cbt_Std_Platform_Low_Jump_Down_Cbt_Std

  • Cbt_Std_Platform_Low_Jump_Dn_Hard_Cbt_Std

  • Run_Jump_Up_Roll_Platform_Low_Cbt_Std

  • Run_Jump_Up_Platform_Low_Run

  • Cbt_Std_Jump_Up_Roll_Platform_Low_Cbt_Std

  • Cbt_Std_Jump_Up_Platform_Low_Cbt_Std

MID PLATFORM STUNTS

  • Run_Platform_Mid_Jump_Down_Run

  • Run_Platform_Mid_Jump_Down_Roll_Cbt_Std

  • Run_Jump_Roll_Up_Platform_Mid

  • Run_Jump_Up_Platform_Mid_Cbt_Std

  • Run_Jump_Up_Platform_Mid_Run

  • Cbt_Std_Platform_Mid_Jump_Dn_Cbt_Std_v1

  • Cbt_Std_Platform_Mid_Jump_Dn_Cbt_Std_v2

  • Cbt_Std_Platform_Mid_Jump_Dn_Roll_Cbt_Std

  • Cbt_Std_Fwd_Platform_Mid_Drop_Cbt_Std

  • Cbt_Std_Bkwd_Platform_Mid_Drop_Cbt_Std

HIGH PLATFORM STUNTS

  • Rlx_Stand_Jump_Up_Hang_Platform_Hi

  • Hang_Platform_Hi_Idle

  • Hang_Platform_Hi_Idle_Backwards

  • Hang_Platform_Hi_Drop_To_Rlx_Stand

  • Run_Jump_Hang_Platform_Hi

  • Rlx_Stand_Platform_Hi_To_Hang_Hi_Idle

  • Hang_Platform_Hi_Pull_Up_To_Rlx_Stand

  • Hang_Platform_Hi_Drop_Dead

  • Hang_Platform_Hi_Drop_Dead_Reverse

  • Rlx_Std_Platform_Hi_Hand_Jump_Rlx_Std

  • Rlx_Std_Platform_Hi_Jump_Rlx_Std

  • Rlx_Std_Platform_Hi_Jump_Roll_Rlx_Std_v1

  • Rlx_Std_Platform_Hi_Jump_Roll_Rlx_Std_v2

  • Rlx_Std_Platform_Hi_Hand_Jump_Roll_Rlx_Std

INCLUDING: Idles, Walks, Jogs, Runs, Jumps, Evasions, Punches, Kicks, Recoveries, Multi-Level Platforms and Stunts.

Download a FREE Sample of our Ninja MoCap Animations.

TRY BEFORE YOU BUY!

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Ninja MoCap Pack: UE4

Ninja MoCap Pack: UE4

Ninja_01 Screenshot

Ninja_01 Screenshot

Ninja_01 Screenshot

Ninja_01 Screenshot

Ninja_01 Screenshot

Ninja_01 Screenshot

Ninja_01 Screenshot

Ninja_01 Screenshot

Ninja_01 Screenshot

Ninja_01 Screenshot

AVAILABLE ON:
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MOCAP ONLINE
  • SAME PACKAGE AS UNREAL MARKETPLACE
  • SAME PRICE AS UNREAL MARKETPLACE
  • RECIEVE EARLY AND BETA UPDATES
  • DIRECT COMMUNICATION WITH THE ANIMATION CREATORS

NINJA_01 ANIMATIONS

NINJA DOCS: (DOWNLOAD)  

Technical Details

A large set of detailed ninja animations for game and CG development.

  • All animations are on the UE4 template skeleton with IK bones.

  • All idles and transitions have been carefully pose­matched, for seamless motion trees.

  • All animations are realistic and natural human motion. They could be truncated, re­timed or otherwise altered for any over­the­top or stylistic personal preference.

  • All locomotions have two versions: In- Place, and with traveling motion.

  • True linear translation speed for each In­Place motion is provided in cm/sec for your referenceand convenience. Using this speed will result in zero foot sliding.

  • FBX source files are also included as single Take animations on the UE4 template skeleton, ready for direct import on any other character using the UE4 template skeleton, or for skeleton­to- skeleton retargeting in UE4 to any other Humanoid character. They are in “\Content\Ninja_01\Source\FBX\” (not visible in the editor).

  • A Motionbuilder 2015 file is included with the UE4 template skeleton setup with the the HIK rig. Any of the FBX files can be imported, edited and animated as desired, and re­exported as new

    animations.

  • A Maya 2015 file is included with the UE4 template skeleton setup with the the HIK rig. Any of the

    FBX files can be imported, edited and animated as desired, and re­exported as new animations.

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