Animator-Vlad - Faceted Stylized Deer - Fully Rigged Low Poly Model

Demo Video: https://youtu.be/YVEt-CpLxZE

Rig System Overview

The deer includes a fully structured quadruped rig designed with a clear separation of technical and animator layers.
The system was tested in a full walk cycle animation where all control layers were actively used.

The rig is divided into four logical groups:

DEF – Deformation Bones

  • Directly deform the mesh

  • Clean hierarchy

  • Used for baking and export

  • Present in runtime files (.glb / .fbx)

This layer guarantees stable deformation in production and real-time environments.

MCH – Mechanism Bones

  • Internal mechanical system

  • Handles IK/FK logic

  • Maintains limb stability

  • Supports rig behavior consistency

Hidden from the animator and used only for technical computation.

CTRL – Animator Controls

  • Main animation layer

  • Custom-shaped controls

  • Color-coded for clarity

  • Designed for blocking and polishing

All posing and animation is performed through CTRL bones.

UI – Interface Bones

The UI layer contains special interface bones that store animation properties.

These bones:

  • Have star-shaped custom visuals

  • Do not directly deform the mesh

  • Serve as property holders and control interface

IK / FK Switching

Each leg supports IK and FK modes.

  • 4 independent switches (one per leg)

  • IK and FK are switched, not blended

  • Stable transition logic

  • Clear control state separation

The system is designed for workflow flexibility without interpolation blending between modes.

Custom Properties

All switching and additional parameters are stored as Custom Properties on dedicated UI bones (star-shaped controls).

Total custom parameters: 5

  • 4 IK/FK switches (one per leg)

  • 1 Head control group containing:

    • Rotation Inheritance Toggle

    • Mouth Close Factor

This keeps the control interface centralized and clean.

Head Functionality

The head control system includes:

  • Optional rotation inheritance from parent

  • Adjustable mouth closing factor

This allows expressive posing without overcomplicating the rig structure.

Rig Behavior & Structure

The rig is built with:

  • Clear visual separation of control layers

  • Structured hierarchy

  • Organized naming convention (DEF / MCH / CTRL / UI)

  • Non-destructive animation workflow

The system was fully tested on the included walk cycle animation, where all control layers and switching mechanisms were used in practice.

File Structure Overview

This product includes three distinct workflow files prepared for different use cases.

1️⃣ Original Blender File (.blend – Clean Rig Version)

  • Fully rigged model

  • Complete IK/FK system

  • DEF / MCH / CTRL / UI layers

  • Custom Properties (UI controls)

  • No baked animation included

This file contains the clean rig setup intended for animation production.

2️⃣ FBX File (.fbx – Loop Animation Version)

  • Deformation skeleton only

  • Baked walk cycle

  • Seamless loop

  • Engine-ready structure

This file is intended for runtime and real-time engine integration.

No advanced rig logic is included.

3️⃣ Additional Blender File (.blend – Source Animation Version)

  • Deformation bones

  • Non-looped walk animation

  • Editable timing and motion

  • Prepared for further refinement or custom looping

This file contains the original animation before loop finalization.

Recommended Usage

  • Use the original .blend for creating new animations or working with the full rig system.

  • Use the additional .blend to modify the original motion.

  • Use the .fbx file for engine or runtime implementation.