Pistol: 17 clips
idle, aim idle, aimed walks forward and back, strafes left and right, jog, single shot, rapid fire, reload, draw, holster, crouch idle, crouch aim, crouch walk, hit and death
Assets › 3D
Everything a third-person shooter character needs, keyed by hand: 38 pistol and rifle animations, plus 13 moving versions with root motion. Idles, aiming, aimed walks in four directions, jogs and a sprint, single shots, rapid and full-auto fire with clear recoil, reloads, draw and holster, crouching, hits, deaths, weapon switches, a grenade throw and cover peeks. They come with a low-poly pistol and rifle with named points for the hands, muzzle and shells, five muzzle flash, smoke and brass effects for Room 3D, and finger grip poses. All on the standard humanoid skeleton of Room 3D's premade characters and the Low-Poly Characters, so they play on those as they are, and retarget to any humanoid by bone name.

A few of the clips as they come: full-auto rifle fire with the muzzle flash and shells, a pistol reload, the grenade throw and a peek out from cover. The support hand is keyed onto the weapon's own grip point, so it stays on the gun through the recoil, the reloads and the walks.
Click a picture to see it full size.








idle, aim idle, aimed walks forward and back, strafes left and right, jog, single shot, rapid fire, reload, draw, holster, crouch idle, crouch aim, crouch walk, hit and death
low-ready idle, aim idle, aimed walks in four directions, jog, sprint, single shot, full-auto loop, reload, crouch idle, crouch aim, crouch walk, hit and death
switch from pistol to rifle and back, a grenade throw, and peeking out from cover to the left and the right
every clip that travels comes again as "(moving)" with root motion in the Hips; the in-place ones list the speed to move at so the feet stay planted
low-poly models (460 and 852 triangles) with a separate magazine and named points: Grip, Support, Muzzle, ShellEject, Magazine and Rack; offsets for the hand, the hip holster and the back
relaxed, fist, pistol, rifle, pistol and rifle support and magazine, on a 52-bone skeleton with full fingers; each pose alone to lay over any clip, and every clip again with finger tracks
pistol and rifle muzzle flashes, a lingering barrel smoke and pistol and rifle brass shells, ready to fire on each clip's "fire" frames
clips.json marks the frames for each shot, magazine out and in, weapon to hand, holster or back, grenade release, hit and hitting the ground
a README with the skeleton, attach offsets and engine setup, a full clip table (CLIPS.md) and the finger bones and poses (FINGERS.md)
"+ moving" means the clip also comes as a root-motion version. Loops end on the pose they start with; switch looping on in your engine for the ones marked loop.
The full terms: the Guidry Games Animation Pack License, LICENSE.txt in the download, on the same lines as our asset license.
Leave your email and we'll tell you when Room 3D Shooter Animations: Pistol & Rifle is out, with a launch discount.
No. The clips and weapons are plain GLB and FBX files that work in Godot, Unity, Unreal, Blender and any engine that reads them. The five effects are in Room 3D's own format, and Room 3D is the easy way to get 3D animated characters into GameMaker.
Yes. Rig Character gives a model the same skeleton as the premade characters, and the clips play on it as they are. The finger grip poses need a character with finger bones (the 52-bone finger skeleton in FINGERS.md); on a character without them the finger tracks are simply ignored.
Through retargeting by bone name. The skeleton uses Mixamo's bone names without the "mixamorig:" prefix, so Unity's Humanoid rig, Godot's BoneMap, Unreal's IK Retargeter and Room 3D's retargeting can map them. Proportions and rest poses differ between characters, so check that the hands sit on the weapon after retargeting and adjust the weapon's offset if they don't.
Yes, on the skeleton they're made for: with the weapon attached to the right hand at the given offset, the left hand stays on the weapon's Support point (within 2 cm, in most clips exactly) wherever it holds it.
Yes, in as many games and projects as you like, free or commercial. You can't resell or share the animations, weapons or effects themselves. See LICENSE.txt in the download.
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