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Animation pack evaluation: Protofactor Dual Swords Animset

Technical verdict: Usable with conditions

Evaluation completeness: partial — source files, declared checks and transform trials were reviewed, with limited Unity source playback; target-character visuals, contacts, retargeting and the game controller remain untested.

Confidence: medium

Evaluation date: 2026-09-16

Current evaluator: AnimSmith 0.14.0

Report format: 3

Detailed evidence: Protofactor Dual Swords Animset evidence appendix

Technical decision

Prototype decision: Try one in-place or root-motion gait variant at a time after loop-policy review. Continuous gait defects require artist or source correction if confirmed; contacts and cross-pack stance changes remain unknown. In-place clips leave travel to the controller; root-motion clips carry authored travel.

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: Armed walk, run, crouch and equipment/actions. The evaluated role inventory includes armed gaits, actions and reactions; no airborne motion was classified in it. These have no accepted controller topology here. These are identified motions; gameplay behavior has not been approved.

AnimSmith 0.14.0 reads all 189 delivered FBX candidates. The untouched baseline has no errors; it reports 25426 constant-track notes. With the per-file settings used in this evaluation, 24/186 motion files pass and 162 fail, mainly because loop settings need review. These loop and movement settings still need confirmation from the project or vendor; their failures are not all source defects. Set confirmed one-time actions to play once before treating their wrap seams as source defects. For intended repeating gaits, review the loop policy and correct actual source seams.

All 25 transform trials passed file inspection and measurement. All transformed outputs still fail their declared checks. A target-engine diagnostic can play unchanged sources now to reveal seams and contact problems. Before admitting a selected gait to the proposed controller, correct confirmed one-shot settings, establish one gait set that passes its intended checks, and review its full blend, foot contacts, movement and visuals. The transform outputs have not been accepted as replacements.

Capability coverage

Content present

Filename-classified walk, run and crouch combat gaits have separate in-place and root-motion candidates. The evaluated role inventory includes actions and reactions, but records zero airborne motions; that classification does not establish absence from every delivered file.

Action candidates to inspect: The retained runtime-set inventory groups combo-alternatives (38 files; 19 in-place, 19 root-motion; 1/38 passes the retained declaration), single-attack-alternatives (22 files; 11 of each variant; 0/22), and draw-combat-put-away (3 in-place; 2/3). These are candidate groups, not an accepted combo or equip system. Individual action filenames, timing, contacts and interruption rules are not bound by the public grouping rows; inspect source members before implementing them.

Content gaps and unknowns

Additive aim, paired interactions and dedicated viewmodel content have no established classification. Cross-pack identity and safe co-installation are not established by shared naming.

Evaluation still needed

Redeclare one-shots, resolve continuous gait contracts, and test blend coordinates, root ownership, dual-grip contact and target-character playback. Named Unity executions do not accept the full controller.

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.

SetController useAdoption decisionExact members
crouch-combat-8-way-in-placeCrouch eight directions; controller travelCrouch prototype with controller travel. Its declared checks still fail. Confirm which motions should loop, correct any genuine seam, and test foot contacts before using the full blend.8 exact members
crouch-combat-8-way-root-motionCrouch eight directions; animation travel; measured root-motion 0.730–0.732 m/sCrouch prototype with animation travel. Its declared checks still fail. Confirm which motions should loop, correct any genuine seam, and test foot contacts before using the full blend.8 exact members
run-combat-8-way-in-placeRun eight directions; controller travelRun prototype with controller travel. Its declared checks still fail. Confirm which motions should loop, correct any genuine seam, and test foot contacts before using the full blend.8 exact members
run-combat-8-way-root-motionRun eight directions; animation travel; measured root-motion 2.475–2.500 m/sRun prototype with animation travel. Its declared checks still fail. Confirm which motions should loop, correct any genuine seam, and test foot contacts before using the full blend.8 exact members
walk-combat-8-way-in-placeWalk eight directions; controller travelWalk prototype with controller travel. Its declared checks still fail. Confirm which motions should loop, correct any genuine seam, and test foot contacts before using the full blend.8 exact members
walk-combat-8-way-root-motionWalk eight directions; animation travel; measured root-motion 0.692–0.765 m/sWalk prototype with animation travel. Its declared checks still fail. Confirm which motions should loop, correct any genuine seam, and test foot contacts before using the full blend.8 exact members

The appendix gives timings, travel speeds and phase measurements for each motion. Use the in-place and root-motion rows as alternatives; neither variant has accepted contact synchronization.

Integration recipe

  1. Members/topology: Select one eight-member in-place or root-motion row from the appendix and map forward/cardinal/diagonal coordinates explicitly.
  2. Timing/synchronization: Loop only confirmed continuous states, keep named one-shots at loop=false, and require phase/contact review before synchronized blending.
  3. State ownership: Choose controller translation for in-place clips or animation translation for root-motion clips per state, with one owner for translation, yaw, and collision.
  4. Composition constraints: Keep weapon combat states namespaced to this pack and require separate mask/socket/IK evidence before layering.
  5. Acceptance gate: Require clean intended contracts plus target-engine import, full blend-space playback, foot/weapon contact, and artist review.

Technical issue register

IDSeverityProblem and impactPrimary ownerCurrent actionFuture AnimSmith potentialEvidence/status
PFD-PHASEnoteThe three selected in-place gait sets have measured phase differences (see appendix). Foot-contact timing and intended synchronization are unknown, so the measurements alone do not show a source defect. Guidance.unknownObtain project or vendor loop/contact intent, then sweep the exact blend coordinates against a declared contact tolerance. Use engine phase markers or declared alignment only after intent is established; request artist cleanup only for a confirmed source-motion problem. Residual unresolved.Current phase measurements inform a declared alignment trial; they do not prove contact or visual acceptance.observed-animsmith phases; synchronization/contact acceptance not-evaluated.
PFD-01majorHumanoid@RunForwardDualSwords.fbx, Humanoid@RunForwardDualSwords_RM.fbx and their eight-direction sets fail the per-file settings used in this evaluation; none of the selected gait sets is ready for a production blend. Guidanceartist-authorRe-export intended repeating gaits with matching endpoint pose and velocity, or document a play-once setting. All eight members must pass their intended checks, then pass visual and contact review across the blend. Unresolved.AnimSmith can validate and compare candidates, but cannot infer intended contact phase or approve visible motion.observed-animsmith; current exact-file evidence, high confidence mechanically
PFD-02moderateHumanoid@Attack1DualSwords.fbx and other attacks, reactions, parries or emotes are declared as loops. Their wrap-seam findings may reflect the project setting for one-time actions rather than bad source motion. Guidanceengine-configSet confirmed one-time actions to loop=false; keep looping only where the project or vendor intends it. Recheck the settings and play each transition once. Unresolved.AnimSmith may suggest a play-once setting, but the project or vendor must confirm intent.observed-animsmith; declaration defect distinguished from source-animation quality

Engine status

RuntimeEvidence levelTechnical resultRemaining gate
Unity 6000.5.8f1source-controller-feasibilityFresh import and standalone sampling passed for IdleCombatDualSwords, WalkForwardDualSwords, and WalkForwardDualSwords_RM; basic-idle-to-dual-idle, sword-shield-idle-to-dual-idle, and basic-walk-ip-to-dual-walk-ip produced finite mixer poses with fixed gameplay-owned root; the root-motion walk produced finite 0.968650 owner translation with animation-owned root.Inspect rendered motion, contacts, deformation, authored AnimatorController behavior, and a player build; do not generalize beyond named sources.
Unreal Engine unspecifiednot-evaluatedNo current import or retarget result.Import, retarget, root-motion, blend, and visual tests.
Godot unspecifiednot-evaluatedNo current conversion or playback result.Convert/import and test animation graph, roots, contacts, and visuals.
Bevy unspecifiednot-evaluatedNo current conversion or playback result.Convert/load and test graph, root ownership, performance, and visuals.

Fit and limitations

Best fit is a full-body combat prototype whose controller can explicitly select one gait variant and keep pack-local state names. It is a poor fit for immediate production admission, motion matching, layered combat, or retargeted characters without the missing engine and human gates.

The fresh Unity probe establishes finite source playback and the named cross-pack transitions for IdleCombatDualSwords, WalkForwardDualSwords, and WalkForwardDualSwords_RM; it does not establish visual quality, contact, phase, retargeting, or broad pack compatibility. Keep states namespaced and retain explicit root ownership.

Changes between AnimSmith versions

AnimSmith 0.14.0 — revalidated the unchanged retained source inventory, per-file declarations, measured runtime hypotheses, and every previously recommended bounded transform. Current transformed outputs still need gameplay and visual checks. AnimSmith 0.10.0 — retained command ledgers and classification material supplied replay controls; its conclusions are superseded for current behavior.

Evidence status

Current evidence covers 189 physical FBXs and 186 logical individual-motion files with official AnimSmith 0.14.0 and the retained evaluation-manifest schema, now presented in editorial report format 3. A bounded Unity source/controller probe is current; visual/artistic, contact, retarget, authored-controller, and player-build gates remain open. See the readiness ladder and the evidence appendix. Licensed source and generated candidates remain outside Git.

Sources

  • Protofactor product context and End User License Agreement — vendor context only; it does not identify the local constituent revision.