Variety

Flips and Tricks

Flips and Tricks delivers 20 hand-crafted acrobatic animation sets with handsprings, flips, and butterfly kicks, offering both in-place and root motion variants

Flips and TricksVariety

Resource overview

Hand-Crafted Acrobatic Animation Set

Flips and Tricks packages 20 hand-crafted animations based on acrobatic movement. Unlike motion-captured data, every flip, handspring, and dodge in this set was animated by hand, which gives creators precise control over the posing and timing of each movement. The collection focuses on dynamic, full-body motions that a humanoid character can perform, organized into three distinct families of acrobatic actions: directional handsprings, rotational flips, and butterfly techniques.

The package provides eight variations of handsprings, eight variations of flips, and four butterfly movements. Each animation is offered as both an in-place variant and a root motion variant. This dual delivery system means developers can choose whether the character remains stationary in world space or physically travels through the scene during the animation. This choice is critical for gameplay logic, as root motion drives character movement directly from the animation data, while in-place animations allow movement to be controlled by code such as character controllers or gameplay ability systems.

Eight-Directional Handspring Coverage

The handspring category forms the largest block of the set, containing eight animations that cover forward, backward, and lateral arcs. The naming convention uses directional suffixes to indicate travel orientation: Handspring_F (forward), Handspring_B (backward), Handspring_L (left), and Handspring_R (right). It also includes diagonal variations such as Handspring_FL, Handspring_FR, Handspring_BL, and Handspring_BR.

This eight-directional coverage allows developers to map handsprings to analog stick input or dodge mechanics. A player pushing the movement input forward triggers Handspring_F, while a diagonal push triggers Handspring_FL or Handspring_FR. Because both in-place and root motion versions are included, a handspring can be triggered as a visual flourish where the character returns to its origin point, or as an evasive maneuver that physically repositions the character in the chosen direction. The directional completeness ensures characters can react to threats from multiple angles without recycling a single forward animation for all dodge inputs.

Flip Animations and Rotation Mechanics

The flip category mirrors the handspring structure, providing another set of eight directional animations. The set includes Flip_F, Flip_B, Flip_L, and Flip_R for cardinal directions, alongside diagonal variants Flip_FL, Flip_FR, Flip_BL, and Flip_BR. While handsprings imply a hands-on-ground inversion, the flip animations offer a different acrobatic rotation, expanding the visual vocabulary available for character evasion.

Having both handsprings and flips covering the same eight directions gives creators the ability to assign different mechanical properties to visually distinct movements. A flip could be assigned to a light, quick dodge, while a handspring could serve as a slower, heavier evasive roll. The naming consistency across both families makes it easier to build animation blueprints in Unreal Engine. Developers can construct state machine logic by reading the input direction and appending it to a base string, efficiently switching between Handspring_F and Flip_F based on character state, equipped weapon weight, or stamina cost.

Butterfly Kick and Twist Variations

The package rounds out its movement set with four butterfly techniques. These include ButterflyKick_L, ButterflyKick_R, ButterflyTwist_L, and ButterflyTwist_R. Unlike the handsprings and flips, which cover eight directions symmetrically, the butterfly moves focus on lateral left and right movements. A butterfly kick typically involves a horizontal, sweeping rotation where the body stays low to the ground, while a butterfly twist adds a spinning rotation along the vertical axis.

These lateral-only animations provide a distinct visual flavor for horizontal dodging or stylized combat encounters. Creators can use them as signature dodge moves for agile character classes or integrate them into combo sequences where a character weaves between attacks. The presence of both a kick and a twist variation gives developers options for building combo chains, where a character might chain a butterfly kick into a butterfly twist as a continuous evasive flurry.

Integrating In-Place and Root Motion Variants

A core technical feature of the Flips and Tricks set is the inclusion of both in-place and root motion data for all 20 animations. Root motion in Unreal Engine translates the movement baked into the animation directly into the game world, ensuring the character moves exactly the distance the animation dictates. This is useful for precise dodge timing where avoiding a hitbox requires exact spatial displacement. If a character needs to travel two meters backward to avoid an attack, root motion guarantees that distance.

In-place animations serve a different mechanical purpose. By zeroing out the root movement, the animation plays while the character remains physically stationary. Game code then dictates where the character moves. This allows developers to apply speed modifiers, gameplay effects, or网络 replication logic to the dodge without fighting the animation data. If a character is hit by a slow-down effect, using the in-place animation means the character moves at the reduced speed rather than snapping to the root motion distance.

Engine Compatibility and Humanoid Rig Requirements

Flips and Tricks is compatible with Unreal Engine versions 4.17 through 4.27, as well as versions 5.0 through 5.7. This broad compatibility covers late-generation Unreal Engine 4 projects and current-generation Unreal Engine 5 releases. Developers upgrading from UE4 to UE5 can migrate the animations across engine versions without needing to retarget or re-export the source files.

The animations are intended for the Humanoid skeleton. The tags confirm the asset is intended for Person, Thirdperson, Humanoid, Human, and Character-based projects. This means the animations can be retargeted inside Unreal Engine to any character rig that uses the standard Humanoid skeleton structure. Developers do not need to manually adjust bone rotations for different characters, provided the destination character matches the Humanoid standard.

Gameplay and Visual Applications

The tags associated with the asset point toward specific use cases within game development. The Flip and Jump tags suggest a focus on vertical and rotational gameplay movement. These animations are built for dodging, a mechanic where a character quickly moves out of an incoming attack's hitbox. The acrobatic nature of the handsprings and flips provides a visually engaging alternative to a standard roll or dash.

In a third-person action game, these animations can elevate the baseline movement system. Instead of a standard dodge, a player pressing the dodge button while moving forward could trigger Handspring_F, while tapping it while moving backward could trigger Flip_B. For faster movement, developers can swap to the butterfly kicks for lateral dodges. Because the motions are hand-crafted, they can be tailored for exaggerated, stylized combat systems often found in character action games or fast-paced indie titles.

Fit for Acrobatic Character Movement

Flips and Tricks is set up to handle dynamic, multi-directional evasion for humanoid characters. By providing 20 distinct acrobatic animations spread across handsprings, flips, and butterfly techniques, the package covers defensive movement needs. The inclusion of both in-place and root motion versions for every animation ensures creators have the technical flexibility to decide whether movement is driven by the animation or by gameplay code.

The eight-directional symmetry of the handspring and flip sets allows for consistent input handling, while the lateral butterfly variations offer a specialized, visually distinct alternative for horizontal movement. With hand-crafted posing and broad Unreal Engine compatibility, the package supplies the building blocks necessary to construct responsive, acrobatic dodge systems.

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