Animation pack evaluation: Protofactor Basic Locomotion Animset
Technical verdict: Usable with conditions
Evaluation completeness: partial — all source files and declared checks were reviewed, and a limited Unity source import/mixer ran; gameplay and visual quality remain untested.
Confidence: medium
Evaluation date: 2026-09-16
Current evaluator: AnimSmith 0.14.0
Report format: 3
Detailed evidence: Protofactor Basic Locomotion evidence
Technical decision
Prototype decision: Build separate eight-direction walk, run and crouch blends using the in-place motions, with the controller moving the character. Review loop and foot-contact timing before relying on blended travel. The phase-alignment trial still needs in-game checks.
Camera scope: Full-body humanoid animations; appearance on your target character and camera is untested. Dedicated first-person arms/viewmodel use is unverified.
This animset is one of eight locally evaluated parts of Ultimate Animation Collection. The local asset revision is unknown; the collection report separates evaluated files from the dated vendor listing.
Content in evaluated inventory: Ground movement: walk, run, crouch. Cover, turns, jumps and throws appear in evaluated filenames; starts/stops and transitions are not classified into accepted sets. These are identified motions; gameplay behavior has not been approved.
Keep cover, jumps, throws and turns outside the three gait blends; each needs its own state and movement rules. Equal duration within a direction set helps synchronization but does not prove matching foot contacts or smooth crossfades.
observed-animsmith: the official 0.14.0 evaluator inspected and measured all 179 FBXs; 58/177 declared-contract files pass and 119 fail per output format. The findings below separate source problems, project settings and untested gameplay. Transformed outputs still need gameplay and visual checks.
Capability coverage
Content present
Filename-classified candidates include three complete eight-direction in-place walk, run and crouch rings. The wider evaluated inventory also names cover, turn, jump and throw motions; these are not members of the three selected gait rings.
Other source motions worth inspecting: The measured inventory includes Humanoid@SprintForwardUnarmed.FBX, Humanoid@SprintForwardLeftUnarmed.fbx, Humanoid@SprintForwardRightUnarmed.fbx, Humanoid@RunFastForwardUnarmed.fbx, Humanoid@RunFastTurnLeftUnarmed.fbx, Humanoid@RunFastTurnRightUnarmed.fbx, Humanoid@RunUTurnLeftUnarmed.fbx, Humanoid@RunUTurnRightUnarmed.fbx, and Humanoid@Turn90LeftUnarmed.fbx / Humanoid@Turn90RightUnarmed.fbx / Humanoid@Turn180LeftUnarmed.fbx / Humanoid@Turn180RightUnarmed.fbx (plus listed root-motion variants). These are filename candidates in the retained baseline, outside the three selected gait rings. Sprint speed, planted turns, start/stop bindings and controller behavior remain unclassified and untested.
Content gaps and unknowns
Start/stop sequences and foot-contact markers are not classified into accepted runtime sets here. Their status is an evaluation gap, not a claim that the delivered pack lacks them.
Evaluation still needed
Test loop/contact correspondence, starts/stops, reversals, crouch changes and target-character playback. The bounded Unity source probe does not accept a controller, visual quality or first-person presentation.
Runtime sets and authored motion
Use each row as a separate blend or sequence proposal. The linked appendix names its exact clips, timings and measurements; controller playback and contact quality still need testing.
| Set | Controller use | Adoption decision | Exact members |
|---|---|---|---|
| Walk eight directions | Eight-direction controller gait | Prototype with controller travel. Loop/contact policy needs review; phase-alignment output still needs in-game checks (22/24 candidates retain lint across all three rings). | 8 exact members |
| Run eight directions | Eight-direction controller gait | Prototype with controller travel. Verify faster contact timing; phase-alignment output still needs in-game checks (22/24 candidates retain lint across all three rings). | 8 exact members |
| Crouch eight directions | Eight-direction controller gait | Prototype with controller travel. Configure stance changes; phase-alignment output still needs in-game checks (22/24 candidates retain lint across all three rings). | 8 exact members |
Integration recipe
- Members/topology: Create separate walk, run, and crouch two-parameter trees from the appendix members. Use local horizontal velocity for direction; handle standing/crouching and cover as states.
- Timing/synchronization: Establish the project or vendor loop/contact policy before choosing synchronized blending. The phase-alignment trial reduces measured phase spread; test the declared support-foot correspondence, loop closure, and intermediate weights before adoption.
- State ownership: The selected in-place roots have no measured travel. Let the kinematic controller own translation/collision and choose playback speed from observed stride/contact tests; zero root speed is not a usable speed threshold. Give root-motion actions an explicit separate movement policy.
- Composition constraints: Preserve authored lower-body/torso coupling initially. Weapon layers need an explicit spine mask, reference-pose convention, and planted-foot test.
- Acceptance gate: Test stops, reversals, diagonal transitions, slopes, and crouch changes on the target character. Source mixer execution does not validate exported candidates.
Technical issue register
The phase spreads below measure how far the selected gait cycles differ; they do not establish matching support feet or visual blending. The evidence appendix gives the calculation and source phases.
Severity describes impact as delivered for the stated use. Residual status is explicit; untested risks are not confirmed artist defects.
| ID | Severity | Problem and impact | Primary owner | Current action | Future AnimSmith potential | Evidence/status |
|---|---|---|---|---|---|---|
| BL-TIME | major | Twelve cover/throw files contain 36 negative-time findings; an importer can trim or interpret their pre-roll differently. Readiness guidance. | artist-author | Re-export the intended start/range or review the twelve slice trials. Slicing clears all 36 time findings; ten outputs pass their full declared checks and two still have other findings. Source files are unchanged. Check contacts and engine playback before using any output. | Explicit range slicing exists; it does not recover missing artistic intent. | Baseline affected-file list and slice verification; observed-animsmith. |
| BL-PHASE | note | Evaluator-selected walk/run/crouch rings have phase spreads 0.6598/0.4630/0.7156 cycles. Their contact correspondence and intended synchronization are unconfirmed; the numbers alone do not establish an artist defect. Readiness guidance. | unknown | Obtain project or vendor loop/contact intent, then test a declared phase/contact tolerance over the exact rings. Anchored spreads are 0.0724/0.0938/0.0502 cycles in the same order, but 22 of 24 candidates retain lint findings. Request artist cleanup only if accepted intent and playback establish a source-motion problem. Residual adoption unresolved; no output approved for gameplay use. | Current declared gait anchoring reduces measured phase disagreement; it cannot choose intended contacts or approve blending. | Exact sets and source/output phases observed-animsmith; synchronization/contact acceptance not-evaluated. |
| BL-ROOT | major | Fourteen files fail the declared in-place policy; a controller that also moves the character may double-apply displacement. Readiness guidance. | engine-config | Choose who moves the character in each state, then inspect the fourteen measured trajectories and test displacement/collision. A filename without an RM suffix does not prove a stationary root. Unresolved. | Root measurements identify the conflict; the project must choose movement ownership. | Declared contract ledger lists exact files; observed-animsmith. |
| BL-TRACK | minor | Constant tracks inflate storage; note counts alone do not establish runtime cost. Readiness guidance. | animsmith-current-declared | Three pruning outputs pass the original checks. Compare required tracks, masks and engine playback before using them; equivalence is unverified. | Current pruning is available; no measured frame-time improvement is claimed. | Three representative outputs; observed-animsmith. |
Engine status
| Runtime | Evidence level | Technical result | Remaining gate |
|---|---|---|---|
| Unity 6000.5.8f1 | observed-engine | Source inventory: 177 Humanoid clips; 6/6 sample and 3/3 representative mixer executions; the run mixer used RunForwardUnarmed.FBX, not the selected ring’s RunForward2Unarmed.fbx. A separate named cross-pack subset has finite-pose/fixed-root assertions (26 total checks across five packs). | Inventory probe is execution-only and does not validate the complete selected rings; cross-pack probe adds finite poses, not visual/contact quality. Controller, candidate-output and build acceptance remain open. |
| Unreal Engine unspecified | not-evaluated | No current import or playback run. | Import, retarget, graph, and build tests. |
| Godot unspecified | not-evaluated | No current conversion, import, or playback run. | Conversion/import, graph, and export tests. |
| Bevy unspecified | not-evaluated | No current glTF handoff or runtime run. | Conversion, addressability, runtime, and performance tests. |
Fit and limitations
Basic + Injured is a plausible state switch between healthy and injured locomotion; preserve each injury style and calibrate speed separately. Basic + melee packs is a plausible full-body armed/unarmed state change, with stance and grip continuity still untested. Basic + Climbing/Campfire needs an explicit exit from ground locomotion, environment alignment, and a return state. Fresh Unity checks support the named Basic-to-melee idle/walk combinations as technically executable with a fixed owner root; see the collection appendix. They do not approve unrestricted blending or upper-body overlays.
These are proposed integration decisions (inferred), with target-controller, contact and artistic acceptance still not-evaluated.
Changes between AnimSmith versions
AnimSmith 0.14.0 — reran 179 input baselines, 177 per-file declared contracts and 39 remediation trials using the official release. Added current exact-member generic scenarios and developer/artist actions. AnimSmith 0.10.0 — superseded historical evidence; none of its generated outputs or engine results is relabelled as a fresh run.
Evidence status
Current evidence uses the official 0.14.0 binary and the canonical readiness ladder. Commercial sources and derivatives remain external.
Sources
- Protofactor, Ultimate Animation Collection — collection-level product context.
- AnimSmith, game-ready clips and CLI reference — readiness and command boundaries.
- Unity 6 documentation: Blend Trees, Root Motion, and Animation Layers — engine concepts only, not evidence of pack quality.