BLACK IRON SPINE STUDIOS · CHARACTER VERSION 1.0 · UNREAL ENGINE 5.8 · WINDOWS

Draugr Characters

Included animations and retargeting

Review every included animation

  1. Open the supplied project in Unreal Engine 5.8. The startup overview map contains a labeled station for each included clip: 26 in a single-character package and 78 in the Collection.
  2. Press Play and click the viewport to take control of the inspection camera. Each station loops its assigned clip independently. Use WASD to fly, move the mouse to look, and Q/E to descend or ascend. Press Escape to exit Play.
  3. Read the station label to identify the character and exact animation. Walk and jog clips demonstrate motion in place; a stationary actor location does not mean its animation has stopped. For jumping and attack examples, let the full short loop finish.
  4. For close inspection, open the matching A_ animation in Content/BISDraugrCollection/Animations. Use its timeline to pause or scrub. Each character uses its own custom Skeleton and its own retargeted examples.
  5. The AC_ composite is also retained as a combined inspection playlist. The overview stations use the individual clips so every example can be reviewed without waiting for the playlist.

The inspection camera and stations are demonstrations. These assets do not include a character locomotion controller, combat system, weapons, or spell effects.

Origin and included scope

These motions are retargeted derivatives of Epic Games' installed Unreal Engine 5.8 Third Person template examples. They are included for demonstration and example use, not sold as an original Black Iron Spine animation library. See the Unreal Engine EULA for Epic's terms.

The characters retain their custom skeletons. Retargeted examples do not make these skeletons directly interchangeable with Manny or Quinn. The included clips do not supply weapons, AI, combat abilities, caster spells, input, possession switching or a Character Blueprint. The B/N controls and camera zoom shown in the private promotional preview are not included.

Promotional videos show separately purchased RPG animations. Those specific motions are not included. The included Epic template examples are listed below.

Juggernaut animation inventory

26 animation sequences. Durations below are seconds.

AssetDuration
A_Juggernaut_MM_Attack_011.00
A_Juggernaut_MM_Attack_021.00
A_Juggernaut_MM_Attack_031.67
A_Juggernaut_MM_ChargedAttack1.83
A_Juggernaut_MF_Unarmed_Jog_Bwd1.50
A_Juggernaut_MF_Unarmed_Jog_Bwd_Left1.50
A_Juggernaut_MF_Unarmed_Jog_Bwd_Right1.50
A_Juggernaut_MF_Unarmed_Jog_Fwd1.77
A_Juggernaut_MF_Unarmed_Jog_Fwd_Left1.77
A_Juggernaut_MF_Unarmed_Jog_Fwd_Right1.77
A_Juggernaut_MF_Unarmed_Jog_Left1.53
A_Juggernaut_MF_Unarmed_Jog_Right1.73
A_Juggernaut_MM_Dash0.97
A_Juggernaut_MM_Fall_Loop3.00
A_Juggernaut_MM_Jump0.87
A_Juggernaut_MM_Land0.87
A_Juggernaut_MM_WallJump0.47
A_Juggernaut_MM_Idle7.57
A_Juggernaut_MF_Unarmed_Walk_Bwd2.13
A_Juggernaut_MF_Unarmed_Walk_Bwd_Left2.13
A_Juggernaut_MF_Unarmed_Walk_Bwd_Right2.13
A_Juggernaut_MF_Unarmed_Walk_Fwd1.50
A_Juggernaut_MF_Unarmed_Walk_Fwd_Left1.50
A_Juggernaut_MF_Unarmed_Walk_Fwd_Right1.50
A_Juggernaut_MF_Unarmed_Walk_Left1.53
A_Juggernaut_MF_Unarmed_Walk_Right1.53

Gravebinder animation inventory

26 animation sequences. Durations below are seconds.

AssetDuration
A_Gravebinder_MM_Attack_011.00
A_Gravebinder_MM_Attack_021.00
A_Gravebinder_MM_Attack_031.67
A_Gravebinder_MM_ChargedAttack1.83
A_Gravebinder_MF_Unarmed_Jog_Bwd1.50
A_Gravebinder_MF_Unarmed_Jog_Bwd_Left1.50
A_Gravebinder_MF_Unarmed_Jog_Bwd_Right1.50
A_Gravebinder_MF_Unarmed_Jog_Fwd1.77
A_Gravebinder_MF_Unarmed_Jog_Fwd_Left1.77
A_Gravebinder_MF_Unarmed_Jog_Fwd_Right1.77
A_Gravebinder_MF_Unarmed_Jog_Left1.53
A_Gravebinder_MF_Unarmed_Jog_Right1.73
A_Gravebinder_MM_Dash0.97
A_Gravebinder_MM_Fall_Loop3.00
A_Gravebinder_MM_Jump0.87
A_Gravebinder_MM_Land0.87
A_Gravebinder_MM_WallJump0.47
A_Gravebinder_MM_Idle7.57
A_Gravebinder_MF_Unarmed_Walk_Bwd2.13
A_Gravebinder_MF_Unarmed_Walk_Bwd_Left2.13
A_Gravebinder_MF_Unarmed_Walk_Bwd_Right2.13
A_Gravebinder_MF_Unarmed_Walk_Fwd1.50
A_Gravebinder_MF_Unarmed_Walk_Fwd_Left1.50
A_Gravebinder_MF_Unarmed_Walk_Fwd_Right1.50
A_Gravebinder_MF_Unarmed_Walk_Left1.53
A_Gravebinder_MF_Unarmed_Walk_Right1.53

Runecaller animation inventory

26 animation sequences. Durations below are seconds.

AssetDuration
A_Runecaller_MM_Attack_011.00
A_Runecaller_MM_Attack_021.00
A_Runecaller_MM_Attack_031.67
A_Runecaller_MM_ChargedAttack1.83
A_Runecaller_MF_Unarmed_Jog_Bwd1.50
A_Runecaller_MF_Unarmed_Jog_Bwd_Left1.50
A_Runecaller_MF_Unarmed_Jog_Bwd_Right1.50
A_Runecaller_MF_Unarmed_Jog_Fwd1.77
A_Runecaller_MF_Unarmed_Jog_Fwd_Left1.77
A_Runecaller_MF_Unarmed_Jog_Fwd_Right1.77
A_Runecaller_MF_Unarmed_Jog_Left1.53
A_Runecaller_MF_Unarmed_Jog_Right1.73
A_Runecaller_MM_Dash0.97
A_Runecaller_MM_Fall_Loop3.00
A_Runecaller_MM_Jump0.87
A_Runecaller_MM_Land0.87
A_Runecaller_MM_WallJump0.47
A_Runecaller_MM_Idle7.57
A_Runecaller_MF_Unarmed_Walk_Bwd2.13
A_Runecaller_MF_Unarmed_Walk_Bwd_Left2.13
A_Runecaller_MF_Unarmed_Walk_Bwd_Right2.13
A_Runecaller_MF_Unarmed_Walk_Fwd1.50
A_Runecaller_MF_Unarmed_Walk_Fwd_Left1.50
A_Runecaller_MF_Unarmed_Walk_Fwd_Right1.50
A_Runecaller_MF_Unarmed_Walk_Left1.53
A_Runecaller_MF_Unarmed_Walk_Right1.53

Use your own animations

These are custom skeletons with 119 native bones, including the imported container/root. Direct compatibility with the Epic mannequin skeleton is not claimed. Each character has its own supplied skeleton.

Assign the supplied skeletal mesh to your Character Blueprint Mesh component. Set its relative transform to fit your capsule and facing direction. Use an Animation Blueprint built for the matching skeleton and animation clips that you own or are licensed to use.

Animations made for a different skeleton require retargeting before use. Test foot contacts, shoulder/hand deformation and weapon grips with your chosen motions. The included example clips are already retargeted to the corresponding Draugr skeleton. A gameplay Animation Blueprint and an IK Retargeter are not supplied.

Optional test animations from Mixamo

Mixamo: https://www.mixamo.com/ . Adobe describes Mixamo as free with an Adobe ID, without a Creative Cloud subscription, and permits animations in personal and commercial projects under its terms. Download animations from Adobe yourself. None are bundled with these characters.

For a first test, choose a Mixamo library humanoid and download one simple idle and walk. Keep the source character and animation imports in a separate test folder using their source skeleton. Do not assign the Draugr skeleton to an unrelated FBX merely to force the import to succeed.

Use Unreal IK Rig and IK Retargeter to map source and destination body chains and align the retarget poses. These Draugr have custom 119-bone skeletons; the included FK Control Rig is a posing tool, not an IK Retargeter. Set up and validate retargeting for each purchased character.

Preview one clip first, correct facing direction, scale and feet, then export retargeted animations for the destination skeleton. Check shoulders, hands and fingers before retargeting a large set. Root motion availability depends on the source clip and skeleton; do not assume downloaded motions include a suitable root track.

This is an optional workflow outline, not a tested Mixamo compatibility preset or an included integration. Keep the supplied skeleton unchanged while testing. We do not recommend re-rigging the original character just to try an animation.

Adobe FAQ: https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html . Unreal retargeting guide: https://dev.epicgames.com/documentation/en-us/unreal-engine/ik-rig-animation-retargeting-in-unreal-engine . Consult the service terms applicable to your download.