Campus combat animation credits Body motion: Carnegie Mellon University Graphics Lab Motion Capture Database, subject 15, trial 13, recorded at 120 fps. Official source: https://mocap.cs.cmu.edu/ Specific trial listing: http://mocap.cs.cmu.edu/search.php?subjectnumber=15&motion=%25 Source data files: http://mocap.cs.cmu.edu/subjects/15/15.asf http://mocap.cs.cmu.edu/subjects/15/15_13.amc The CMU site states that its motion data is free for all uses and may be included in commercially sold products, but may not be resold directly, including in converted form. This asset is included for use in the campus-tour game and is not offered as a standalone commercial motion-data product. Requested acknowledgment: The data used in this project was obtained from mocap.cs.cmu.edu. The database was created with funding from NSF EIA-0196217. Finger guard pose: Quaternius Universal Animation Library Standard, held first-frame finger locals from Punch_Jab. CC0 1.0. https://quaternius.itch.io/universal-animation-library https://creativecommons.org/publicdomain/zero/1.0/ The CMU data does not supply the finger animation used here. All 30 finger joints use this separate authored guard mask; body/wrist motion is CMU. Character: Microsoft Rocketbox Adult09, original mesh and textures, MIT. https://github.com/microsoft/Microsoft-Rocketbox Retargeting preserves the existing corrected production character asset. Modifications: calibrated world-space retargeting to Rocketbox, complete-strike extraction, fixed starting heading and horizontal position, one fixed shoe-base height calibration per clip, 60 fps quaternion resampling. Runtime layers add normal clip cross-fades, input buffering, minimum supporting-sole vertical contact, and smooth transition to/from the existing cycling pose. No hand-authored strike bone curves are used.