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Interactive 3D preview (reduced-detail model, 15,056 triangles · 1.4 × 0.3 × 1.8 m · 3 animation clips). The downloadable files are the full-resolution originals.

Description

Rigged Mannequin Base Character

A clean, game-ready mannequin on a standard 53-bone humanoid skeleton. It is the shared skeleton of the AssetLoom animation packs, so every clip we publish plays on it directly, and the bone names follow Unity's Humanoid slots, Godot's humanoid profile and (in a separate file) UE5 naming.

What you get

  • FBX for Unity and Godot (Y up, metres) and FBX for Unreal Engine 5 (centimetres, Z up, UE5-style names such as pelvis, spine_01, upperarm_l)
  • GLB (glTF 2.0, textures embedded) and the Blender 5.2 source file
  • Takes in every file: A_Pose (the bind pose), T_Pose and ROM_Test, a 144-frame range-of-motion test you can use to check the skinning
  • Textures: 2048 px base colour and ORM (occlusion, roughness, metallic)
  • skeleton_map.csv with every bone, its parent, Unity Humanoid slot, Godot profile name, UE5 name and rest position
  • check_report.txt with the automated re-import checks

Specs

Height1.75 m, feet at Z = 0
Mesh15,056 triangles, all-quad topology, 1 UV set, 1 PBR material
Skeleton53 bones: Root, Hips, Spine, Chest, UpperChest, Neck, Head, Shoulder, UpperArm, LowerArm, Hand, 15 finger bones per hand, UpperLeg, LowerLeg, Foot, Toes
Bind poseA-pose (arms 45 degrees down), T-pose take included
Skinsmoothed bone-heat weights, max 4 bones per vertex
Rootfloor-level Root bone above Hips, ready for root motion
AxesBlender Z up facing -Y; FBX (Unity/Godot) and GLB Y up facing +Z; UE5 FBX Z up facing +Y

Deformation, measured

We bent the rig through extreme poses and measured how much volume the skin keeps near each joint (1.00 = none lost): elbow at 140 degrees 0.78, forearm twisted 80 degrees 0.96 at the wrist, arms raised 0.82, deep squat knee 0.79. There is no self-intersection in the A-pose or T-pose.

Engines

  • Unity: Humanoid rig, Create From This Model. Names match HumanBodyBones, so the avatar should auto-map; use Enforce T-Pose since the bind pose is an A-pose.
  • Unreal Engine 5: import the UE5 FBX at scale 1; retarget with the IK Retargeter (both this rig and the UE5 mannequin use an A-pose).
  • Godot 4: Bone Map with SkeletonProfileHumanoid fills automatically because the names are identical.

Engines were not opened for this listing: every file was verified by re-importing it in Blender (bones, triangles, weights, scale, animations). Full settings are in the README.

Limitations

Linear blend skinning with no twist bones or corrective shapes, so very deep bends lose some volume. No facial rig. One LOD.

How it was made

Modelled procedurally by AssetLoom from a skin-graph base mesh, rigged and weighted in Blender. No scans, no store assets, no AI generation.

Standard licence: use in personal and commercial projects; don't resell or share the files. See https://assetloom.io/licenses

Technical details

Formats
FBX, GLB, BLEND, PNG, CSV, TXT
Software
Blender, Maya, 3ds Max, Cinema 4D, Houdini
Provenance
Procedural
AI training
prohibited
Engine
unity, unreal-engine, godot
Engine version
Unity 2022.3 LTS+, Unreal Engine 5.3+, Godot 4.2+ (verified by re-import in Blender; not tested in the engines)
LODs included
No
Collision meshes
No
Polygon budget
15056 tris
Target platform
pc, console, mobile, web

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