# Shared character locomotion

Source: Mixamo Soldier animation asset distributed in the Three.js official examples.
- Attribution by the official example: https://threejs.org/examples/webgl_animation_multiple.html
- Download: https://raw.githubusercontent.com/mrdoob/three.js/dev/examples/models/gltf/Soldier.glb
- Adobe's Mixamo usage FAQ: https://helpx.adobe.com/creative-cloud/faq/mixamo-faq.html
- Retrieved: 2026-09-13. Mixamo assets are royalty-free for incorporation into games; they are not described here as CC0. Original Soldier mesh is not used in this game.

Adaptation: Idle, Walk and Run were sampled in Blender and retargeted to the existing MakeHuman gunman-1 skeleton. Original face, outfit, hand pose, pistol and Fire clip retained. Lower limbs follow captured joint directions; foot orientation and pelvis motion retained; chest rotation transferred with bounded aim yaw. In-place root movement, source foot-clearance matching, loop-end blending and 30 Hz baking are applied. This is an adapted locomotion demonstration, not a newly recorded two-handed pistol mocap session.

Only assets/characters/mocap-motion.glb (animation/bones, no meshes/textures) is embedded into desktop/mobile game builds. The source asset and comparison .blend are development references, not shipped in dist.

After acceptance of the first-enemy pilot, the shared locomotion now applies to all three civilian variants, the marksman and the armored boss across all levels. A separate comparison at blender/characters/mocap/review.html shows old/new movement at the same world speed, with walk/run, slow-motion and viewpoint controls.

Source SHA-256: dfb230fc1f942f259dd00281a1186953ad602fc5d69067ce63e24b2aa439736b
