A rotting bone dragon with torn, stained wings and a toxic green glow. It breathes necrotic green mist, spirit wisps rise around it and bone shards fly on impact.
A game-ready, fully rigged and animated necrotic fantasy dragon at real scale, with its own themed effects, a Control Rig and an ARKit face. Open the Unreal project and press Play.
Highlights
17 animations — 16 gameplay clips (idle, walk, run, turn left / right 90°, jump, roar, bite, claw, breath attack, hit, death, take-off, hover, fly forward, land) plus an ARKit pose clip. 30 fps, in-place locomotion, 5 seamless loops.
Control Rig in Unreal — CR_Undead with IK legs and wings, FK spine, neck and tail, and an on-screen face board. Animate or tweak clips directly in Sequencer.
ARKit face — 52 ARKit poses: 38 morph targets plus jaw, eye and tongue bones, driven from the face board.
Themed Niagara effects — 7 Niagara systems (necrotic green aura with spirit wisps, toxic breath, bone shards, green sparks) and a 3D shard mesh that tumbles out of the breath and impacts. They fire from animation notifies, so they play on their own in your project.
4 LODs — Generated in Unreal at 50 / 25 / 12.5 % of the triangles.
Ready to test — A showcase map with every clip on display, and a playable test map with a pawn and an on-screen HUD (walk, fly, bite, claw, roar, breath, hit, death).
Three formats — Unreal Engine 5.6 project, FBX (mesh + skeleton and all animations) and a rigged Blender file. All three come with 4K PBR textures.
Technical details
Triangles: 53,616 (LOD0) · 4 LODs in Unreal (34,054 / 10,333 / 5,781 / 3,133 vertices)
Vertices: 27,229 · 80 % quad faces
Size: about 1,220 cm long, 1,070 cm wingspan, 660 cm tall (in Unreal units)
Skeleton: 72 bones · Morph targets: 38 (ARKit names)
Animations: 17 (30 fps, in place) · Loops: Idle, Walk, Run, Fly Hover, Fly Forward
Textures: 4 texture sets (Head, Body, Wings, Details) at 4096 × 4096 PNG: Base Color, Normal, ORM (AO / Roughness / Metallic) and Emissive in Unreal; Base Color, Normal (OpenGL), Roughness, Metallic and Emission for Blender / FBX
Materials: 1 master material + 4 material instances
UVs: one UV channel, non-overlapping
Niagara: 7 systems, 1 shard mesh
Engine: Unreal Engine 5.6 · Plugins: none · C++: none · Platform tested: Windows
What's inside
Unreal Engine 5.6 project — SK_Dragon_Undead (4 LODs) + skeleton, CR_Undead Control Rig, 17 A_Undead_* animations, 7 NS_Undead_* Niagara systems, M_Undead_Master + 4 instances, textures, BP_Undead_Player with its HUD (WBP_Undead_Play), L_Undead_Showcase and L_Undead_Playground maps.
FBX — SK_Dragon_Undead.fbx (mesh + skeleton in rest pose), SK_Dragon_Undead_Anims.fbx (all 17 animations with morph curves), 4K PBR textures (OpenGL) and Unreal-packed textures (DirectX).
Blender — Dragon_Undead.blend with the full control rig (IK / FK, wing fold and spread, face controls), 17 actions, effects per action and 4K PBR textures.
Good to know
Locomotion clips are in place (no root motion); the playable pawn moves with the character movement component.
No physics asset (ragdoll) is included.
Effects are made for Unreal Niagara; the Blender file has its own versions of the effects for rendering. The FBX contains no effects.
The showcase map uses manual exposure in its post-process volume, so it looks the same after migration.
Part of a series of 10 dragons that share the same skeleton and animations, so clips, the Control Rig and Blueprints carry over.