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Notes
1. Here list of weapons which can be used with this collection:
swords, maces, axes, shields, spears, javelins halberds, staffs, guns, one handed crossbows, bows...
2. You can use this characters for prototype or make additional armor and weapons for them and use in you game production.
3. This collection part of MEDIEVAL_ANIMATIONS_MEGA_PACK.
4. Animation clips can be used with any rig type but to redirect it to custom characters must "humanoid" avatar used. Animation clips of Horse can be used with any rig types except "humanoid". It can't be re-targeted. Because horse isn't humanoid creature.
5. There is a difference between man and woman poses, which makes the difference between femininity and masculinity.
6. Only animation with RM_ or W_RM_ prefix contains root motion data. All others must be used without this option turned on.
7. Death animations will looks good with any kind of weapons when used with small 5-6 frames blend.
8. Main Hero_Horseman object need to be parented to horse HORSEMAN_BONE can be found under horse hierarchy after Spine1 bone. I already did it in Horseman&horse_generic_PREFAB and Horseman&Horse_humanoid_PREFAB.
Pack including:
1. 2 realistic ideal characters (Adam and Eva) with various weapons and low polygonal horse model.
Eva: 8,532 polygons, 16,932 triangles, 8,689 vertexes. Rig: 75 bones. (2 additional bones for breast)
Adam: 8,591 polygons, 17,072 triangles, 8,767 vertexes. Rig: 73 bones
Weapons for each character: 4,391 polygons, 8,400 triangles, 4,744 vertexes
Horse: 1,069 polygons, 2,096 triangles, 1,157 vertexes
2. 64 animation clips for each character.
3. 21 Horse animation clips. 15 "on place" animation clips, plus 6 duplicates of walk, jump, gallop... animation clips included "root motion" data, used by Mechanim.
4. Diffuse, normals and specular 2048X2048, 1024x1024 TIF textures.
5. Time list included.
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