These are cyclical animations from Dungeon Siege (2002).  Each animation is a segment of movement.  The animation state engine would show the character in an idle, then based upon user input and the a.i. branch, it would play walk loops, run loops, attacks, defends, react, resurrect or dies.  There were often numerous idles that would randomly play in sequence to give a more natural look.  I rigged and skinned most characters as well as animating them.   Most animations were hand key framed using a combination of FK (Forward Kinematic) rigs with some IK (Inverse Kinematic) rigging as well.  Although they are simple and primitive by today’s standards, they were the bomb back in the day… so don’t hate…

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