Animation Details
Dancing_6 begins in a deep crouch with the torso folded and the hands near the head. The character unfolds, spreading the arms and lifting them above the body before lowering them again. Another broad arm opening leads into a second low crouch, followed by a rise with open hands. Later, the hands meet overhead and separate into uneven reaches as the torso tilts. The sequence ends with the knees bent and the elbows opened away from the body.
Technical Specifications
Listed animation format: FBX. Source frame rate, skeleton structure, bone count, root motion and loop continuity are unverified. The visible changes in body height do not establish source displacement, physical floor contact or included scene assets.
Compatibility and Production Workflows
Blender or Maya offer FBX import routes for adapting the high and low poses to a film character. Unreal Engine import needs an appropriate Skeleton asset; Unity Humanoid retargeting requires a valid Avatar and suitable bone mapping. Review crouch depth, hand clearance and overhead shoulder reach after transfer. These workflows have not been tested with this asset.
Suitable Uses
Use the pronounced level changes for a game character showcase, a social-avatar performance or an animated stage sequence. Full-body framing can retain the deep crouches and the rising arm shapes together. Plan surrounding space for the wide gestures, and select adjacent movements that suit the bent-knee ending after inspecting the available animation.
What's Included
Attached archive: Dancing_6.zip. The listing identifies FBX animation; archive contents have not been inspected. Character meshes, environments, audio and additional actor tracks are unconfirmed.
Tags
FBX animation, deep crouch, rising torso, overhead hands, wide arms, body tilt, changing pose height, avatar performance, animated stage.
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