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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_PoseandROM_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
| Height | 1.75 m, feet at Z = 0 |
| Mesh | 15,056 triangles, all-quad topology, 1 UV set, 1 PBR material |
| Skeleton | 53 bones: Root, Hips, Spine, Chest, UpperChest, Neck, Head, Shoulder, UpperArm, LowerArm, Hand, 15 finger bones per hand, UpperLeg, LowerLeg, Foot, Toes |
| Bind pose | A-pose (arms 45 degrees down), T-pose take included |
| Skin | smoothed bone-heat weights, max 4 bones per vertex |
| Root | floor-level Root bone above Hips, ready for root motion |
| Axes | Blender 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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