"87c14aae3b805614"{"id":"1001050","slug":"balance-component-53-animations-blueprints","title":"Balance Component : 53 Animations + Blueprints","category":"Locomotion / Gaits","engine":"5.1+","assetVersion":"","engineVersion":"Engine Version: 5.1+","tag":"Locomotion / Gaits","accent":"cyan","visual":"animation","summary":"53 balance animations and commented Blueprints for edge-following movement. Includes in-place locomotion, idle, jumps, root motion, and 20 bonus audio files.","platform":"Unreal Engine","publishedAt":"2026-08-30T13:06:44.987Z","updatedAt":"2026-08-30T13:06:44.987Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 5.1+"],"featuredImage":{"alt":"Balance Component : 53 Animations + Blueprints","src":"/wp-content/uploads/published/2026/08/5982fe84cdb2-cdaf80ce-5f3c-462c-bf10-dcb88b61589c-f58c9dcf53.webp"},"hasDownloadLink":true,"pageviews":2,"terms":[{"taxonomy":"category","slug":"locomotion-gaits","name":"Locomotion / Gaits"}],"galleryImages":[{"src":"/wp-content/uploads/published/2026/08/a109e2ca512a-be98fb02-4390-4584-a613-4ae63743c64e-0ea1139d20.webp","alt":"Balance Component : 53 Animations + Blueprints"},{"src":"/wp-content/uploads/published/2026/08/a8c54ea84018-bcdd95e9-bd42-4287-8213-9179e6c73505-0dcd0d3f14.webp","alt":"Balance Component : 53 Animations + Blueprints"},{"src":"/wp-content/uploads/published/2026/08/9962cf3e955c-2ede3d3b-a68b-4f67-98c3-0f79d91381ea-f4715d9bfb.webp","alt":"Balance Component : 53 Animations + Blueprints"},{"src":"/wp-content/uploads/published/2026/08/f4896f864bfc-b8477a9c-04f3-4940-bd35-5945c968b23e-d3eee7ae6f.webp","alt":"Balance Component : 53 Animations + Blueprints"},{"src":"/wp-content/uploads/published/2026/08/106ac76499ce-71eba17c-6481-4433-9115-8c5763139723-5f93b5230e.webp","alt":"Balance Component : 53 Animations + Blueprints"},{"src":"/wp-content/uploads/published/2026/08/707b3d9f2775-f155c739-92e8-40cd-99a0-61573f03108d-6dc2ac7343.webp","alt":"Balance Component : 53 Animations + Blueprints"},{"src":"/wp-content/uploads/published/2026/08/618d21585dd2-40160d47-0108-4daf-bf91-88de90dfcaac-db9ed6328d.webp","alt":"Balance Component : 53 Animations + Blueprints"},{"src":"/wp-content/uploads/published/2026/08/8aa8ca5d8a39-799aed55-c42c-46e3-981a-2ca0e2bf8735-ffb2473f06.webp","alt":"Balance Component : 53 Animations + Blueprints"},{"src":"/wp-content/uploads/published/2026/08/efa628ce6750-c8a1e2f9-d4d3-434f-9a49-03c9cf65a9a6-2231d7bf68.webp","alt":"Balance Component : 53 Animations + Blueprints"},{"src":"/wp-content/uploads/published/2026/08/8cd70c9b0bb2-47765dcd-60dc-44fe-82e6-cffc35a290bc-659df6a7af.webp","alt":"Balance Component : 53 Animations + Blueprints"}],"accessPanel":{"kind":"resource","title":"Download this resource","eyebrow":"Free Download","message":"Log in or create a free account to start your download.","fileName":"BalanceComponent5.1.7z","safetyNote":"Resources are manually reviewed before listing to improve quality and reduce obvious risks.","actionLabel":"Download Free","resourceType":"Resource archive","sourceShortcode":"cryptomus_member"},"contentHtml":"\u003cp\u003eBalance Component: 53 Animations + Blueprints bundles 53 motion-captured animations with a Blueprint-driven balance system. The core idea is simple: a character can walk along any ledge, rail, or edge and stay upright, reacting with different animations based on the settings you choose. The package is split into 37 in-place animations, 16 root-motion animations, and 20 bonus audio files, all based on a configurable component that reads the environment and picks the right movement.\u003c/p\u003e\u003ch2\u003eWhat the Balance System Brings to Gameplay\u003c/h2\u003e\u003cp\u003eThe balance component is designed to make a character follow any edge without falling. That means it can read the surface ahead and adjust the character's pose, foot placement, and body angle as they cross a narrow beam, a rooftop ledge, or a catwalk. It does not rely on a fixed animation clip; instead, it picks from the 53 included animations depending on what you have configured. This makes the system feel reactive rather than scripted, which is useful for action games, parkour titles, and adventure sequences where characters need to move along precarious paths.\u003c/p\u003e\u003cp\u003eBecause the system is Blueprint-based, you can tweak how the character behaves without diving into the animation graph. You might adjust how quickly the character transitions between idle and locomotion on a ledge, or how they react when they approach the end of a rail. That all Blueprints are commented to describe what each part does, so the logic is readable even if you are joining the project late or want to change a specific behavior.\u003c/p\u003e\u003ch2\u003eAnimation Breakdown: In-Place and Root Motion Sets\u003c/h2\u003e\u003cp\u003eThe 53 animations are organized into two main groups. The in-place group contains 37 clips: 16 locomotion animations, 15 idle animations, and 6 jump animations that include start, loop, and end states. In-place animations keep the character anchored to a fixed spot, which makes them ideal for blending layers, adding weight shifts, or using as the base for a balance system that needs to react to the environment without sliding the character forward.\u003c/p\u003e\u003cp\u003eThe root-motion group adds 16 locomotion animations. Root motion moves the character forward through the animation itself, which is often preferred for platforming and parkour because it keeps the stride and speed consistent with the animation. With both in-place and root-motion options, you can choose which style fits your game's movement model. If your character uses a velocity-driven controller, the in-place set gives you clean poses to blend with your own locomotion. If you prefer animation-driven movement, the root-motion set lets you place the character directly on the ledge and trust the clip to carry them across.\u003c/p\u003e\u003ch3\u003eIdle, Locomotion, and Jump Cycles in Context\u003c/h3\u003e\u003cp\u003eThe idle set includes 15 in-place animations, enough variation to keep a character feeling alive while balancing on a narrow surface. The locomotion set covers both in-place and root-motion variants, so the character can step sideways, forward, or adjust their position without breaking the illusion. The jump animations are structured as start, loop, and end, which is a standard sequence for a vault or leap that needs to be interrupted at any moment. Having loop frames means the character can hold a jump pose mid-air while the system waits for the target edge to be detected.\u003c/p\u003e\u003ch2\u003eCommented Blueprints and Custom Integration\u003c/h2\u003e\u003cp\u003eA major part of this package is its Blueprint structure. The balance component is not a black box; it is meant to be read. Every Blueprint contains comments explaining what each part does, which helps when you need to modify the system or trace why a certain animation was selected. That you can also use the 53 animations with your own system, meaning the animation set is not locked inside a single controller. You can strip out the Blueprint component entirely and feed the clips into your own state machine, blend space, or motion matching setup.\u003c/p\u003e\u003cp\u003eThis dual approach makes the package work both as a ready-to-use gameplay component and as a mocap library for a custom solution. If you already have a character controller with its own balance or wall-following logic, the 53 animations give you a consistent set of motion to plug into that system. If you are starting from scratch, the commented Blueprints provide a reference architecture that you can adapt to your project.\u003c/p\u003e\u003ch2\u003eBonus Audio and Motion Capture Collaboration\u003c/h2\u003e\u003cp\u003eIn addition to the animations, the package includes 20 bonus audio files. The source does not specify the exact format or content of these files, but they are likely footstep or body impact sounds that match the movement style. Having audio alongside the animations can help with prototyping the feel of a balance sequence before you tune your own sound design.\u003c/p\u003e\u003cp\u003eThe studio behind the package is also open for collaboration on motion capture animation projects. They offer custom work and production support, so if the existing 53 animations do not cover a specific movement that your game needs, you can commission it from the same team that produced this set. That is a useful option for studios that want to keep a consistent motion style across a larger animation library.\u003c/p\u003e\u003ch2\u003eA Round Fit for Edge-Focused Gameplay\u003c/h2\u003e\u003cp\u003eBalance Component: 53 Animations + Blueprints is built to handle a specific but common gameplay situation: moving a character safely along edges, rails, and narrow surfaces. The combination of in-place and root-motion locomotion, idle poses, and start/loop/end jumps gives you the key poses for such a system. The commented Blueprints make the logic approachable, while the option to use the animations independently means you are not forced into a particular controller design. With the extra audio files and a studio that can produce additional mocap on request, this package is set up to serve both current prototyping and future production needs.\u003c/p\u003e\n\n\u003ch2\u003eContinue Browsing Similar Packs\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/swim-component-150-animations-blueprints/\" title=\"Swim Component : 150 Animations + Blueprints\"\u003eSwim Component : 150 Animations + Blueprints\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/procedural-animation-framework/\" title=\"Procedural Animation Framework\"\u003eProcedural Animation Framework\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/26-zombie-animations-starter-pack-with-blueprints/\" title=\"26 Zombie Animations Starter Pack With Blueprints\"\u003e26 Zombie Animations Starter Pack With Blueprints\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/generic-movement-system-a-powerful-movement-control-and-locomotion-system/\" title=\"Generic Movement System - A powerful movement control and locomotion system\"\u003eGeneric Movement System - A powerful movement control and locomotion system\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/kai-locomotion-system/\" title=\"Kai Locomotion System\"\u003eKai Locomotion System\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e","contentTextLength":6089,"navigation":{"current":14,"total":3006,"previous":{"id":"1001051","slug":"downtown-city-pack","title":"Downtown - City Pack","category":"Cities","platform":"Unreal Engine","updatedAt":"2026-08-30T13:33:33.587Z"},"next":{"id":"1001049","slug":"character-interaction","title":"Character Interaction","category":"Gameplay Features","platform":"Unreal Engine","updatedAt":"2026-08-27T16:20:39.102Z"}},"relatedResources":[{"id":"1000020","slug":"swim-component-150-animations-blueprints","title":"Swim Component : 150 Animations + Blueprints","category":"Locomotion / Gaits","engine":"5.1+","assetVersion":"","engineVersion":"5.1+","tag":"Locomotion / Gaits","accent":"cyan","visual":"animation","summary":"A configurable Unreal Engine swimming system with 150 animations, commented Blueprints, buoyancy, underwater movement, replication, and water support.","platform":"Unreal Engine","publishedAt":"2026-05-20T09:44:51.233Z","updatedAt":"2026-08-23T13:10:29.178Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine version: 5.1+"],"featuredImage":{"alt":"Swim Component : 150 Animations + Blueprints","src":"/wp-content/uploads/published/2026/05/3f1a788194c2-3859b48c-3c9b-44b5-9bb5-f9e573de330f-692f035541.webp"},"hasDownloadLink":true,"pageviews":16},{"id":"1000661","slug":"procedural-animation-framework","title":"Procedural Animation Framework","category":"Locomotion / Gaits","engine":"5.4+","assetVersion":"","engineVersion":"Engine Version: 5.4+","tag":"Locomotion / Gaits","accent":"cyan","visual":"animation","summary":"A modular Procedural Animation Framework for generating dynamic character movements. 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Locomotion / Gaits
Balance Component : 53 Animations + Blueprints
53 balance animations and commented Blueprints for edge-following movement. Includes in-place locomotion, idle, jumps, root motion, and 20 bonus audio files.
Balance Component: 53 Animations + Blueprints bundles 53 motion-captured animations with a Blueprint-driven balance system. The core idea is simple: a character can walk along any ledge, rail, or edge and stay upright, reacting with different animations based on the settings you choose. The package is split into 37 in-place animations, 16 root-motion animations, and 20 bonus audio files, all based on a configurable component that reads the environment and picks the right movement.
What the Balance System Brings to Gameplay
The balance component is designed to make a character follow any edge without falling. That means it can read the surface ahead and adjust the character's pose, foot placement, and body angle as they cross a narrow beam, a rooftop ledge, or a catwalk. It does not rely on a fixed animation clip; instead, it picks from the 53 included animations depending on what you have configured. This makes the system feel reactive rather than scripted, which is useful for action games, parkour titles, and adventure sequences where characters need to move along precarious paths.
Because the system is Blueprint-based, you can tweak how the character behaves without diving into the animation graph. You might adjust how quickly the character transitions between idle and locomotion on a ledge, or how they react when they approach the end of a rail. That all Blueprints are commented to describe what each part does, so the logic is readable even if you are joining the project late or want to change a specific behavior.
Animation Breakdown: In-Place and Root Motion Sets
The 53 animations are organized into two main groups. The in-place group contains 37 clips: 16 locomotion animations, 15 idle animations, and 6 jump animations that include start, loop, and end states. In-place animations keep the character anchored to a fixed spot, which makes them ideal for blending layers, adding weight shifts, or using as the base for a balance system that needs to react to the environment without sliding the character forward.
The root-motion group adds 16 locomotion animations. Root motion moves the character forward through the animation itself, which is often preferred for platforming and parkour because it keeps the stride and speed consistent with the animation. With both in-place and root-motion options, you can choose which style fits your game's movement model. If your character uses a velocity-driven controller, the in-place set gives you clean poses to blend with your own locomotion. If you prefer animation-driven movement, the root-motion set lets you place the character directly on the ledge and trust the clip to carry them across.
Idle, Locomotion, and Jump Cycles in Context
The idle set includes 15 in-place animations, enough variation to keep a character feeling alive while balancing on a narrow surface. The locomotion set covers both in-place and root-motion variants, so the character can step sideways, forward, or adjust their position without breaking the illusion. The jump animations are structured as start, loop, and end, which is a standard sequence for a vault or leap that needs to be interrupted at any moment. Having loop frames means the character can hold a jump pose mid-air while the system waits for the target edge to be detected.
Commented Blueprints and Custom Integration
A major part of this package is its Blueprint structure. The balance component is not a black box; it is meant to be read. Every Blueprint contains comments explaining what each part does, which helps when you need to modify the system or trace why a certain animation was selected. That you can also use the 53 animations with your own system, meaning the animation set is not locked inside a single controller. You can strip out the Blueprint component entirely and feed the clips into your own state machine, blend space, or motion matching setup.
This dual approach makes the package work both as a ready-to-use gameplay component and as a mocap library for a custom solution. If you already have a character controller with its own balance or wall-following logic, the 53 animations give you a consistent set of motion to plug into that system. If you are starting from scratch, the commented Blueprints provide a reference architecture that you can adapt to your project.
Bonus Audio and Motion Capture Collaboration
In addition to the animations, the package includes 20 bonus audio files. The source does not specify the exact format or content of these files, but they are likely footstep or body impact sounds that match the movement style. Having audio alongside the animations can help with prototyping the feel of a balance sequence before you tune your own sound design.
The studio behind the package is also open for collaboration on motion capture animation projects. They offer custom work and production support, so if the existing 53 animations do not cover a specific movement that your game needs, you can commission it from the same team that produced this set. That is a useful option for studios that want to keep a consistent motion style across a larger animation library.
A Round Fit for Edge-Focused Gameplay
Balance Component: 53 Animations + Blueprints is built to handle a specific but common gameplay situation: moving a character safely along edges, rails, and narrow surfaces. The combination of in-place and root-motion locomotion, idle poses, and start/loop/end jumps gives you the key poses for such a system. The commented Blueprints make the logic approachable, while the option to use the animations independently means you are not forced into a particular controller design. With the extra audio files and a studio that can produce additional mocap on request, this package is set up to serve both current prototyping and future production needs.