Zombie run
5 s · 4 takesA person runs forward like a zombie, lurching and stumbling with the arms reaching out.
- FBX
- GLB
- BVH
- Manny skeleton
The Zombies & creatures shelf has 58 motions on the Unreal Engine 5 Manny skeleton (SK_Mannequin) with root motion, each as an FBX for Unreal, a GLB for Blender and Godot, or a BVH. The best take of every motion here downloads free with a free account; the other takes download on paid plans.
Take 1 free or Take 3 free or Take 2 free means only the named take downloads free with a free account; the other takes need a paid plan or a credit pack.
A person runs forward like a zombie, lurching and stumbling with the arms reaching out.
A huge, heavy brute walks forward slowly with wide, stomping steps and swinging arms.
A large brute plants the feet wide, spreads the arms and roars.
A large hunched brute swipes a clawed right arm across in front of them.
A person hunches forward like a zombie, then throws the head back and screams.
A person walking like a zombie is shot in the head, jerks back and collapses to the ground.
A zombie stumbles two steps forward and grabs ahead with both arms outstretched.
A zombie grabs forward with both hands and lunges the head forward to bite.
A zombie is hit in the chest, jerks back and keeps standing.
A zombie hears something and slowly turns around 180 degrees.
A zombie kneels on the ground and feeds, bending over and tearing with both hands.
A huge brute stands hunched, breathing heavily, the shoulders rising and falling.
A huge brute raises both fists over the head and slams them into the ground.
A huge brute charges forward with heavy running steps, the head down.
A huge brute is hit, staggers back one step and shakes it off.
A small goblin creeps forward hunched over, the hands held up like claws.
A humanoid creature walks forward at a steady pace like a skeleton with sharply bent elbows, high rigid knee lifts and abrupt foot placements.
A humanoid creature stands like a skeleton with the left and right elbows held outward and the head slowly tilting side to side.
A humanoid creature runs forward like a skeleton with stiff high knees and the left and right forearms held across the ribs.
A humanoid creature walks backward at a steady pace with a hunched torso and the left and right arms reaching forward at chest height.
A humanoid creature walks sideways right at a steady pace with short shuffling steps and the left and right arms reaching forward.
A humanoid creature reaches forward with the left arm from a deep standing hunch while the right hand stays near the chest.
A humanoid creature reaches forward with the right arm from a deep standing hunch while the left hand stays near the chest.
A humanoid creature recoils to the right from a blow to the left shoulder with the head lolling forward.
A humanoid creature recoils to the left from a blow to the right shoulder with the head lolling forward.
A humanoid creature swipes the left arm across the chest like a claw from a wide hunched stance.
A humanoid creature swings the right arm outward from across the chest in a heavy backhand claw swipe.
A humanoid creature raises the left knee high and stamps the left foot down from a wide hunched stance.
A humanoid creature raises the right knee high and stamps the right foot down from a wide hunched stance.
A humanoid creature holds a wide bent-knee stance with the left and right forearms protecting the head.
A humanoid creature stands in a low hunch with the left and right elbows bent outward and the head tilted upward.
A humanoid creature runs forward with short rapid steps, the torso hunched low and the left and right hands held near the chin.
A humanoid creature shrinks backward into a crouch with the left and right forearms covering the head.
A humanoid creature leans forward from a hunched stand and slowly sweeps the nose left and right as if sniffing the air.
A humanoid skeleton walks backward at a steady pace with sharply bent left and right elbows and abrupt high-knee steps.
A humanoid skeleton walks sideways left at a steady pace with abrupt knee lifts and the left and right elbows sharply bent, facing forward.
A humanoid skeleton walks sideways right at a steady pace with abrupt knee lifts and the left and right elbows sharply bent, facing forward.
A running zombie slows to a stationary hunch, keeping the left and right forearms raised in front of the chest.
A small humanoid goblin running with short rapid steps slows into a stationary low hunch with the left and right hands near the chin.
A humanoid skeleton starts running from standing with high knee lifts and the left and right forearms held across the ribs.
A running humanoid skeleton slows to a standstill with abrupt short steps, keeping the left and right elbows bent outward.
A hunched humanoid creature swings the left arm outward from across the chest in a heavy backhand claw swipe.
A humanoid creature sways unsteadily in a deep hunch with bent knees and the head drooping, the left and right forearms dangling forward.
A humanoid creature already kneeling on both knees slumps forward onto the floor, ending face down and motionless.
A zombie runs along a broad curve to the left with lurching strides and the left and right forearms reaching forward, turning the torso along the path.
A zombie runs along a broad curve to the right with lurching strides and the left and right forearms reaching forward, turning the torso along the path.
A humanoid skeleton runs sideways to the left with abrupt high-knee steps and the left and right elbows sharply bent, keeping the chest facing forward.
A humanoid goblin runs backward with short rapid steps, the torso hunched and the left and right hands near the chin, keeping the chest facing forward.
A heavy humanoid brute runs along a broad curve to the right with wide pounding strides and large swings of the left and right arms.
A zombie turns 90 degrees to the left with uneven steps, a hunched torso and the left and right forearms reaching forward.
A humanoid skeleton turns 90 degrees to the right with abrupt high-knee steps and the left and right elbows held outward.
A humanoid goblin turns 180 degrees to the left with rapid short steps, the torso hunched low and the left and right hands near the chin.
A heavy humanoid brute slows from a pounding forward run into a planted hunched stand, letting the left and right fists hang beside the hips.
A zombie starts running forward from a stationary hunch with lurching steps and the left and right forearms reaching ahead.
A humanoid goblin starts running forward from a low hunch with rapid short strides and the left and right hands near the chin.
A hunched humanoid creature opens the left and right arms from crossed forearms in front of the chest into a broad outward claw rake.
A hunched humanoid creature scrapes the right palm broadly along the right outer thigh with the head tilted down and knees softly bent.
A humanoid goblin stands in a low hunch with the left and right hands near the chin, slowly leaning the whole chest left and right to search.
An animation on the Manny skeleton (SK_Mannequin), for Manny and Quinn alike, with the travel and the turn on the root bone, ready for Enable Root Motion.
The base body on the Manny skeleton, in metres with Y up, in place or with the travel on the root bone.
The take on its own SOMA-77 skeleton, hands included.
Unity: import the FBX as Humanoid, 3 steps. Every file in full on each motion page, for example Zombie run.
The full download rule for each plan is on every motion page, for example Zombie run.
Write one sentence in English about how the character moves and choose 3, 4, 6, 8 or 10 seconds. MotionSmith makes 4 takes for 5 credits on the same Manny skeleton, and plays them on your own character too. On a paid plan a prompt costs from $0.29; Starter's free credits cover 16 prompts in your first month. How MotionSmith works
Built with Meta Llama 3Licensed by NVIDIA Corporation under the NVIDIA Open Model License
Not affiliated with other products named MotionSmith.