Umbraclaw is a game-ready, rigged and animated dark-fantasy shadow panther: charcoal-black fur with deep violet stripes, glowing violet cracks on the shoulders, ribs and tail, glowing eyes and a snarling open mouth with modelled teeth and tongue.
What's included
- 4 LODs: 44,988 / 22,000 / 8,998 / 3,500 triangles (shared UVs and textures)
- 38-bone quadruped skeleton: spine, 2-bone neck, head, jaw, ears, 9-bone tail, shoulder blades, 4-bone legs
- 20 animations at 30 fps:
- Locomotion: Idle, Idle_Look, Walk, Trot, Run, Sneak (loops, in place), Turn_L90, Turn_R90
- Combat: Pounce, Attack_Claw_L, Attack_Claw_R, Bite, Roar, Hit_React, Dodge_Back, Jump
- Behaviour: Sniff, Sleep, Spawn (gets up), Death
- FBX (in centimetres): LOD0 with all animations, plus LOD1, LOD2 and LOD3 on the same skeleton
- Blender file with rig, actions and material
- 5 PBR texture maps, 4096 x 4096 PNG: BaseColor, Normal (OpenGL), Roughness, Metallic, Emission
- Unreal Engine 5.8 and 5.6 asset packs: SK_Umbraclaw (4 LODs), skeleton, physics asset (ragdoll), 20 animation sequences, parameterized material instance, packed ORM texture and a showcase map
Technical details
- About 3.4 m long (nose to tail tip), 1.44 m high. Faces +X, Z up, scale 1.
- Every vertex skinned, at most 4 influences. One closed mesh, one material.
- Mirrored UVs (left and right share UV space). Normal map OpenGL (already flipped in the Unreal packs).
- Root motion on the root bone in Turn_L90, Turn_R90 (90 degrees), Pounce (2.4 m forward) and Dodge_Back (1.5 m back), off by default in the Unreal packs. All other animations are in place.
- Every animation frame checked for ground contact and intersections between body parts.
- Ragdoll tested in Play-In-Editor in Unreal 5.8 and 5.6 from a clean copy of each pack: it falls, settles on the floor in a few seconds and stays still.
Unreal Engine notes (tested in Unreal Engine 5.8.4 and 5.6)
- Easiest: add the asset pack for your engine version and open Content/Umbraclaw/Maps/Map_Umbraclaw_Showcase.
- From FBX: import Umbraclaw.fbx (animations import automatically), then add LOD1, LOD2 and LOD3 with Skeletal Mesh Editor > LOD Settings > Import LOD.
- Not tested in Unity.
Not included: Blueprints, AI or gameplay logic, smoke or shadow VFX, facial blendshapes.