Locomotion / Gaits

Swimming Animation Set

Technical review of the Swimming Animation Set: 18 hand-crafted, in-place surface and underwater animations with example BlendSpaces and source FBX files.

Swimming Animation SetLocomotion / Gaits

Resource overview

Surface and Underwater Locomotion for Third-Person Characters

Traversing water bodies in third-person character games poses distinct animation challenges. Characters must seamlessly handle two completely different physical layers: floating atop water surfaces where yaw steering dominates movement, and navigating fully submerged volumes requiring 3D pitch and yaw control. The Swimming Animation Set addresses both contexts through 18 hand-crafted, non-motion-capture animations anchored in a humanoid character framework.

Instead of relying on motion capture, every frame in this collection was hand-animated. Hand-crafted keyframing ensures clean poses, rhythmic cycles, and controlled drag silhouettes that can sometimes get muddy in raw underwater performance capture. The collection uses the standard Epic mannequin for preview display, making its bone hierarchy directly familiar to developers structuring third-person locomotion graphs.

Surface Locomotion and Directional Strokes

Moving across the water's surface requires steady buoyancy, a balanced resting posture, and stroke variants that shift realistically when a player changes swimming speed or attempts to turn. The package accounts for this by providing a dedicated surface idle alongside two distinct forward swimming cadences: standard forward and slow forward.

Surface mobility features seven specific clips:

  • Swim_Surface_Idle
  • Swim_Surface_Forward
  • Swim_Surface_Forward_Left
  • Swim_Surface_Forward_Right
  • Swim_Surface_Slow_Forward
  • Swim_Surface_Slow_Forward_Left
  • Swim_Surface_Slow_Forward_Right

Splitting surface movement between standard and slow strokes lets gameplay systems reflect different energy states, such as a casual paddle versus an active traversal stroke. To prevent rigid steering where a character rotates purely through game-engine capsule rotation, each speed tier includes left and right forward directional variants. Blending into these banking clips provides natural lean and limb displacement when steering along water surfaces.

Three-Dimensional Navigation in Underwater Volumes

Once a humanoid character submerges completely, locomotion expands from planar surface movement to full volumetric traversal. Deep-water swimming must accommodate upward surfacing climbs and downward dives alongside lateral banking. Eleven specific animations handle underwater states:

  • Swim_Underwater_Idle
  • Swim_Underwater_Forward
  • Swim_Underwater_Forward_Left
  • Swim_Underwater_Forward_Right
  • Swim_Underwater_Forward_Up
  • Swim_Underwater_Forward_Down
  • Swim_Underwater_Slow_Forward
  • Swim_Underwater_Slow_Forward_Left
  • Swim_Underwater_Slow_Forward_Right
  • Swim_Underwater_Slow_Forward_Up
  • Swim_Underwater_Slow_Forward_Down

The core underwater mechanics match the surface logic by offering both normal and slow forward stroke speeds. Each speed tier features dedicated Forward_Up And Forward_Down Variations in addition to Forward_Left And Forward_Right. This allows directional inputs to drive vertical ascent toward the surface or descent into deep underwater trenches while maintaining coherent arm and leg swimming rhythms.

In-Place Animation Mechanics and BlendSpace Integration

Every animation in the Swimming Animation Set is authored exclusively in-place. Root motion is excluded entirely, keeping locomotion velocity decoupled from the raw animation curves. In water movement implementations, this is often a significant practical advantage: water physics volumes, buoyancy simulations, and drag calculations in engine components function most reliably when code or physics systems dictate character displacement directly.

Because the directional turns and vertical climbs are authored in-place, the transitions between straight, angled, and vertical strokes depend on smooth float-parameter blending. The package includes four example BlendSpaces demonstrating how to arrange the directional variants across operational axes. These BlendSpaces serve as operational templates, showing how yaw and pitch inputs interpolate cleanly between straight forward strokes, banking left or right, and driving the body upward or downward without visible pop or cycle desynchronization.

Asset Pipeline and Integration Scope

For technical animators who need to inspect joint curves, alter keyframes, or adjust hand placements, the package supplies source FBX files directly inside the SourceFiles Folder. Having clean access to the FBX data allows retargeting outside the engine or exporting straight into digital content creation software for custom adjustments.

The package maintains a strict asset boundary: it is exclusively an animation collection. It does not include character Blueprints, water materials, post-process underwater shaders, or splash and bubble particle effects. Those elements remain entirely the responsibility of the project's rendering and gameplay engineering pipelines. For projects that also incorporate vertical environment navigation, this package shares natural compatibility with the Climbing Animation Set, allowing developers to align locomotion asset styles across varied environmental states.

Implementation Context

Technical designers and character animators who already possess water physics volumes, swimming character state machines, or swimming logic components benefit most from this collection. Because the package provides cleanly separated standard and slow movement tiers, full directional banking, vertical pitch variants, and unconstrained in-place FBX sources, it delivers the raw visual locomotion layer needed to complete third-person water traversal systems.

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