Props Animations FAQ

Can i get an animation of a guy doing “x”?

For animation requests, please be very specific and even attach a video or a link to a video of a person doing the animation you want, if you ask for something like this:

can i get a guy shooting a pistol?

I am not sure if he is using 1 hand or 2 hands, if he is holding it like a cop, or a gangster, or a cowboy etc. Where as if you ask it like this:

can i get a guy shooting a pistol like in this vid from 0:06 to 0:10.

I will have a much better idea of what you want with your animation request, and it will allow me to get started on your animations much quicker.

Why isn’t there root motion in most of the animations?

Balancing game mechanics is difficult when using root motions, due to the fact that the motion is dependent on the size of the character. I prefer to get the movement correct then add the animations after. But if you want particular motions with root motion, let me know and i will add it to those animations.

I’m having trouble setting up my controller, or difficulties with the animations. Can i get some help?

Of course! Add me on Skype (my nickname is proportion) and i can help you via Skypes screen share feature.

If you have any questions don’t hesitate to Contact Us.

18 Responses to “Props Animations FAQ”

  1. Jacob Welby | January 15, 2014 at 2:23 am #

    Hey dude,

    quick, possibly stupid question. I’ve just bought the ai UFPS for unity and it requires legacy animations and uses a state based system for animation in which you can select specific animation for which state. I’ve chosen an idle animation in the animation component of my custom model which I have also set to legacy, and chosen idle to be the default state but it still will not play.
    However, if I just chuck the naked model from props assets onto the scene it plays all the animations necessary.

    Obviously this is outside the standard props and mecanim based questions so no worries if you have no idea what I’m talking about haha!

    Ps. seriously sick asset dude.

    Jacob Welby

    • Proportion | January 15, 2014 at 3:49 am #

      All good, ive had a play with UFPS before, so i know what your talking about. unfortunately legacy animations cant be retargeted to other characters. This is one of the main features of mecanim, and as Legacy was made around unity 3.5ish unless you want a bunch of naked guys running around your scene (lol) you wont be able to use the ufps ai system with my animations. Another AI solution is RAIN AI. Its free, very powerful and does support mecanim animations. I’d take a look at that for your AI needs instead.

      Sorry about that Jacob, but if you get a chance to write a review of props animations i’d really appreciate it. I will be uploading a new update later today.

  2. park | September 6, 2014 at 7:50 am #

    Hi mate,

    I’ve purchased Props Animations at Unity Asset Store for my running game.
    It has useful thing more than I thought.
    Just, I’m wondering there is any kind of “Failed Actions” like fall during running or jump failing.



    • Proportion | September 8, 2014 at 11:22 am #

      Hi park, There is run dodge left, run dodge right, and stumble for the runs:

      and for the jumps If you want the failed action as he is falling there is jump fall and fall:

      and if you want it as he lands, there is a long jump that will be in the next update that would also transition into the uncontrolled slide pretty well. to view it check the preview page under the name Allen.

      As you can see, text descriptions can be taken more ways than one, which is why i like video references to get a better understanding of your requirements.


  3. park | September 7, 2014 at 2:10 pm #


    One more question!
    I think Run Dive does not work, It animated but not move to forward.
    Besides, Run Jump works fine.

    Is there any way to do work properly?



    • Proportion | September 8, 2014 at 11:08 am #

      Hi Park,

      Most of the animations including RunDive are fixed, there is no forward movement included, so that you can script the movement in instead of rely on the animation for your characters movement speeds.

  4. Richardm1985 | December 22, 2014 at 11:19 am #

    Hi Proportion,

    Does Props Animations work with UMA/UMA Power Tools? If so, how can I integrate it with my UMA prefabs?

    Sorry if this is a newbie question, if you can point me to the correct unity tutorials that would help me understand your asset and how to apply it, I would really appreciate it.

    Thank you

    • Proportion | December 23, 2014 at 9:24 am #

      Hi Richard, just like any other retargeted animation, it should work fine. There will be issues that occur with any other retargeted character that may be much taller or shorter than average, but nothing that can’t be adjusted. If you go here:

      and click on the Humanoid avatars link, it should get you up and running with how to retarget your charcters. If you have any difficulties, i can be contacted via the contact form or via skype using the skype button on the right.

      • Richardm1985 | January 16, 2015 at 9:41 am #

        Hi Prop!

        Thank you so much for your response, it really did help and I have figured out how to use your animations with my game.

        One more question please lol I tried a google search on this but I could not find anything:

        Parameter ‘LHandWeight’ does not exist.
        IKScript:OnAnimatorIK(Int32) (at Assets/Assets/Animations/Props Animations/Scripts/IKScript.cs:17)

        What does this mean? I have selected the animator placed on my character (which uses my custom controller) and the LHand Pos 1 is set to the LeftHand of this character (the character is generated from UMA).

        What does the error mean? Do I need the IK script attached to my characters?

        Thank you once again :)

        • Proportion | January 17, 2015 at 12:21 am #

          Hi Richard,

          If you are using the IKScript that i have in the pack, it requires that your custom controller has a parameter called LHandWeight. on the controller this should be a value between 0 and 1, 0 being no IK weight and 1 being directly on the IKPosition required. If your character doesn’t use IK’s its probably best to take the IKScript off.


  5. Sieegfreed | August 6, 2015 at 10:58 pm #

    Hi, I have a question a little silly, but here goes: I need the Unity Pro to use this asset?

    • Proportion | August 15, 2015 at 10:02 am #

      No it doesn’t. Mecanim works with free unity

  6. Arn Sweatman | September 4, 2016 at 6:17 pm #

    So if I have a character that is properly set up for Mecanim with interchangeable animations; your animations will work seamlessly?


    • Proportion | September 5, 2016 at 2:47 am #

      Hi Arn,

      The animations in this pack will work with your character assets if it is set up correctly for mecanim. As with any retargeted animations, the end position of each bone can’t be guaranteed because every characters rig is unique, so if you are trying to use any animation where the character is either interacting with an object, with another character, or with itself, you will more than likely need to do some IK work to get the animation looking as intended on your specific character.

  7. Deano | October 9, 2016 at 5:20 pm #

    Hi there, I’ve recently uploaded a character to Mixamo. Is it possible that your animations work with mixamo rigged characters?

    • Proportion | October 10, 2016 at 10:21 am #

      Hi Deano, any character that can be set as a humanoid avatar in the rig tab on your fbx can use retargeted animations.

      • Dean Greasley | October 18, 2016 at 9:40 pm #

        Hi again, Ive added you to Skype (vstudios1) so that I can have a chat with you regarding the amimation set and mechanim. Its basically regarding paid assistance for mechanim.

        Hope to hear from you soon.

        • Proportion | October 24, 2016 at 10:03 am #

          No Worries Dean, i’ve accepted you on skype :D

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