Frontier Gallows (Rigged, Animated Trapdoor & Noose)


Its two leaves are boards on battens, each hung on two strap hinges under its outer ... You get: ... Unreal Engine 5.8 project: SK_Gallows; 3 animation sequences (AS_); Blueprint BP_Gallows ...


by Exaro Studio


Price History +

A weathered 19th-century timber gallows with a laid-hemp noose that sways and a two-leaf trapdoor that drops, rigged and ready for Unreal, Unity and Godot.

Rigged: Yes (Generic rig, 13 bones)

Rigged to Unity skeleton: No

If rigged to the Unity skeleton, IK bones are included: No

Animated: Yes

Number of Animations: 3

Animation types (Root Motion/In-place): In-place

Number of characters: 0

Vertex counts of characters: 0

Number of Shaders and Materials: 0 custom shaders (Built-in Standard), 2 materials

Number of Textures: 4

Texture Resolutions: 4096 x 4096

Supported Development Platforms: Windows: Yes, Mac: No (not tested)

Documentation Link: NO (README.txt inside the package)

Important/Additional Notes: Built-in render pipeline; URP/HDRP via Window > Rendering > Render Pipeline Converter. No package dependencies.

A game-ready frontier gallows framed the way a carpenter would build it: four posts on stone footings carry two bearers, rim beams and joists, with a trimmed opening for the trap; plank boards laid across the joists with gaps; two uprights bolted to the rims with a crossbeam screwed onto their tops, knee braces under it and raking braces down to the deck; and a housed stair with a handrail at the front.


The trap works like the real thing. Its two leaves are boards on battens, each hung on two strap hinges under its outer edge, and held up by two props on a rocking shaft hung below the deck. Pulling the deck lever turns the shaft through a parallel link, the props swing flat and both leaves fall clear. A laid three-strand hemp rope hitched to an eye bolt through the crossbeam hangs to a hangman's knot and noose.


Rigged on 13 bones: the rope is a five-bone chain so it sways and jolts instead of hinging, plus both trap leaves, the lever, the prop shaft and its link. Sockets mark where a character stands (socket_stand) and where the noose sits (socket_neck).


You get:

• One skeletal mesh, rigged on 13 bones: 82,616 triangles, 41,630 vertices, real-world scale (295 x 467.8 x 497.3 cm)

• 3 animations, in place (listed below)

• Unreal Engine 5.8 project: SK_Gallows; 3 animation sequences (AS_); Blueprint BP_Gallows with events Drop, Reset, SwayRope, Interact; physics asset PHYS_Gallows; 1 materials and 2 material instances; 3 textures (4096 x 4096); overview map L_Gallows_Overview showing every asset

• Unity 6+ package (.unitypackage): 1 prefab, the ExaroMechanism script to play the clips, 2 Standard-shader materials, 4 textures (4096 x 4096) and a demo scene

• FBX: the mesh plus one FBX per animation, with 3 baked PBR textures (4096 x 4096)

• GLB (glTF 2.0) with every animation embedded and its textures packed


Animations:

• TrapdoorDrop: Pulls the deck lever: the prop shaft swings clear, both leaves fall open and the rope jolts (0.9 s)

• TrapdoorClose: Swings both leaves back up, then the props and the lever return and hold the floor shut (2.2 s)

• RopeSway: Loops a heavier sway of the noose (wind, or after a drop). Call Drop or Reset to stop it (2.4 s, loops)