Locomotion / Gaits

Stealth Locomotion Animation Set

Explore the Stealth Locomotion Animation Set, featuring 62 hand-crafted stealth animations with 8-directional movement, wall traversal, and root motion options.

Stealth Locomotion Animation SetLocomotion / Gaits

Resource overview

Staging Low-Profile Movement in Tense Environments

Tense corridors, shadow-draped perimeters, and tight urban alleys require character locomotion that communicates deliberate caution. A character moving through high-risk territory cannot rely on standard walking or running cycles; every step demands a compressed center of gravity, controlled weight distribution, and immediate awareness of surrounding geometry. The Stealth Locomotion Animation Set provides the physical movement language for these scenarios, establishing an inventory of 62 hand-crafted animations built for humanoid third-person characters navigating under threat.

Because every sequence is hand-crafted rather than derived from optical motion capture, the poses emphasize clear silhouettes and clean weight shifts. Keyframed authoring eliminates the jitter, floating artifacts, and noisy foot plants often found in raw captured data, giving animators readable arcs and snappy timing that respond reliably inside interactive game engines.

Hand-Crafted 8-Directional Locomotion and Speed Tiers

At the center of open-space stealth navigation is an eight-directional movement system configured across two distinct velocities: slow and fast. Tactical encounters frequently require players to fine-tune their approach speed depending on enemy proximity, ambient sound levels, or line-of-sight exposure. The package accounts for both paces across all cardinal and diagonal vectors.

For cautious pacing, the collection includes forward, backward, left, right, and all four diagonal states:

  • Slow_F, Slow_FL, Slow_FR
  • Slow_L, Slow_R
  • Slow_B, Slow_BL, Slow_BR

When urgency increases and players need to reposition quickly between cover points without standing up, the fast movement tier mirrors the exact same eight-way directional matrix:

  • Fast_F, Fast_FL, Fast_FR
  • Fast_L, Fast_R
  • Fast_B, Fast_BL, Fast_BR

Having matched directional sets at both speeds allows technical animators to blend smoothly between cautious stalk cycles and accelerated crouching maneuvers through standard blend spaces or blend trees.

Momentum Control Through Dedicated Starts, Stops, and Turn States

Transition realism in stealth locomotion hinges on how a character enters and exits movement. Instant transitions between stationary crouching and full-speed movement break immersion, producing obvious foot sliding. The set solves momentum changes by including dedicated start animations for all eight directions across both velocity settings.

The slow tier features individual initiation clips for every angle:

  • Slow_F_Start, Slow_FL_Start, Slow_FR_Start
  • Slow_L_Start, Slow_R_Start
  • Slow_B_Start, Slow_BL_Start, Slow_BR_Start

Similarly, the fast tier provides dedicated starting impulses across the entire directional circle:

  • Fast_F_Start, Fast_FL_Start, Fast_FR_Start
  • Fast_L_Start, Fast_R_Start
  • Fast_B_Start, Fast_BL_Start, Fast_BR_Start

Deceleration is handled through four directional stop cycles: Stop_F, Stop_L, Stop_R, and Stop_B. These recovery animations absorb forward and lateral inertia as the character re-establishes balance back into a steady crouch. Rotational adjustments while stationary are supported by Turn_90_L, Turn_90_R, and Turn_180, allowing the character to pivot smoothly in place without breaking stance. Transitioning into and out of the low-profile state is grounded by explicit Crouch, Idle, and Uncrouch animations.

Wall Sneaking Mechanics and Corner Peeking Sequences

Cover-based navigation relies heavily on vertical surfaces. Sneaking along walls presents unique physical constraints: the character's spine, shoulders, and hips must align close to the surface while retaining mobility. The collection provides a complete sub-suite of wall-traversal assets mirrored for both left-side and right-side surfaces.

Each wall profile includes dedicated movement rates, initial step-ins, stops, and directional reversals:

  • Left-side structure: LeftWall_Idle, LeftWall_Slow, LeftWall_Slow_Start, LeftWall_Fast, LeftWall_Fast_Start, LeftWall_Stop, and LeftWall_Turn_180
  • Right-side structure: RightWall_Idle, RightWall_Slow, RightWall_Slow_Start, RightWall_Fast, RightWall_Fast_Start, RightWall_Stop, and RightWall_Turn_180

When reaching the termination of a wall, gathering intelligence on hostile sightlines requires leaning past cover without exposing the full torso. Both wall orientations supply three-stage corner peeking animation sets: Lean_Start, Lean, and Lean_End. These clips allow an animator or state machine to shift the character into an observational lean, hold the peek posture indefinitely in an idle loop, and seamlessly pull back into protected cover when danger approaches.

Dual Motion Formats and Pipeline Integration

Gameplay systems vary in how they handle character translation and collision capsule driving. To support diverse architectural requirements, every animation in the package is supplied in two standard configurations: in-place and root motion. In-place variants keep the skeletal root anchored at the origin, letting game code or capsule physics handle character velocity while playing cyclic animations. Root motion variants track the character's actual physical displacement on the root bone, ensuring zero foot slippage during complex start steps, abrupt stops, and wall-turn maneuvers.

The package is strictly an animation-only resource and contains no pre-built Blueprints or gameplay code. Technical animators retain total control over how state machines, locomotion blend trees, distance matching, or cover-detection logic are structured inside their projects. The collection is also compatible with the Climbing Animation Set, allowing developers to combine ground-based sneaking, wall traversal, and vertical obstacle negotiation into a unified locomotion framework.

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