Japanese Hare Animated | Vfx Grace

by VFX Grace in Models


🌞Additional Services🌞

If you purchase our models, we provide the following customization services at a reasonable fee, allowing you to access our team of top-notch artists for exclusive customizations. Let our extensive years of creative experience enhance your ideas and make your work even more captivating.


+$40: Customize a character pose according to your preference.

+$200-600:Customize a character animation for less than 4 seconds.

+$300-1200:Modify the appearance of the character according to your requirements, including the facial features, body proportions, fur color, etc. Make it a unique character just for you.

+$500:Create a static background of 1920*1080 for you. If your project requires a dynamic background or larger sizes, they are available at a separate price.

+$150:Convert the character to UE5 format, including model, textures, hair, rigging controllers and animations. The hair can be either groom or hair cards.




Introduction

This Japanese hare has multiple 4K UDIM textures, fur, riging, and 2 animations. The rigging comes with a winkle preset, and fine facial control system. This model is made with Blender and Cycles render at real-world scale.

It consists of body, paws * 2, aqueous humor, lacrimal caruncles * 2, lacrimal glands * 2, mouth, pupils, corneas, tongue, teeth * 2.


Polygons

Body: vertices 30,882; polygons 30,880

Paws: vertices 1,332, polygons 1,296

Aqueous humor: Vertices 514; polygons 512

Lacrimal glands * 2: Vertices 1,052; polygons 1,048

Limbus: vertices 2,560, polygons 2,532

Oral cavity: vertices 2,748; polygons 2,746

Pupils: vertices 1,988, polygons 2,048

Sclerae: vertices 1,476; polygons 1,504

Tongue: vertices 1,098 polygons; 1,096

Teeth: vertices 1,308 polygons 1,260

Total: vertices 44,958 polygons; 44,922


Formats

There is a Blender project and an OBJ file without animation.


Textures

JC0L219A0_Hare_BodyHair_BaseColor.1001.png, 4096*4096

JC0L219A0_Hare_BodyHair_BaseColor.1002.png, 4096*4096

JC0L219A0_Hare_BodyHair_Mask.1001.png, 4096*4096

JC0L219A0_Hare_BodyHair_Mask.1002.png, 4096*4096

JC0L219A0_Hare_BodySkin_BaseColor.1001.png, 4096*4096

JC0L219A0_Hare_BodySkin_BaseColor.1002.png, 4096*4096

JC0L219A0_Hare_BodySkin_Normal.1001.png, 4096*4096

JC0L219A0_Hare_BodySkin_Normal.1002.png, 4096*4096

JC0L219A0_Hare_BodySkin_Specular.1001.png, 4096*4096

JC0L219A0_Hare_BodySkin_Specular.1002.png, 4096*4096

JC0L219A0_Hare_BodySkin_SubsurfaceAmount.1001.png, 4096*4096

JC0L219A0_Hare_BodySkin_SubsurfaceAmount.1002.png, 4096*4096

JC0L219A0_Hare_Eye_BaseColor.png, 4096*4096

JC0L219A0_Hare_Eye_Normal.png, 4096*4096

JC0L219A0_Hare_Eye_Specular.png, 4096*4096

JC0L219A0_Hare_OralCavity_BaseColor.png, 4096*4096

JC0L219A0_Hare_OralCavity_Normal.png, 4096*4096

JC0L219A0_Hare_OralCavity_Specular.png, 4096*4096

JC0L219A0_Hare_Tooth_BaseColor.png, 2048*2048

JC0L219A0_Hare_Tooth_Normal.png, 2048*2048

JC0L219A0_Hare_Tooth_Specular.png, 2048*2048



Rigging

With full controllers, it's easier to create postures and animations. The features are as follows:

Root controls the entire model.

CTR_Gravity_F, CTR_Gravity_M and CTR_Gravity_B control the former, middle and latter center of gravity of the body.

CTR_Gravity_B has three customized attributes:

HeadFollow controls whether the head moves following the body;

NeckFollow controls whether the neck moves following the body;

TailFollow controls whether the tail moves following the body.

CTR_Spine_F, CTR_Spine_M and CTR_Spine_B control the former, middle and latter spine.

CTR_Hip_Roll controls the latter part of the body, and its pivot point is located in the center.

CTR_Chest_Roll controls the former part of the body, and its pivot point is located in the center.

CTR_Neck_Roll controls the root of the neck.

CTR_Neck_FK_a and CTR_Neck_FK_b are the FK controllers of the neck.

CTR_Head is the controller of the head.

CTR_Tail_Roll is the controller of the tail.

CTR_Jaw controls the jaw.

CTR_blink.L and TR_blink.R control the winkle.

CTR_Eye.L, CTR_Eye.R and CTR_Eye_Linkage control the movement of the eyes.

CTR_Nose_Linkage is the controller of the nose.

CTR_lour controls the mastication.

CTR_Leg_F.L, CTR_Leg_F.R, CTR_Leg_B.L and CTR_Leg_B.R are the IK controllers of the limbs.

CTR_Hand_Switch_F.L is the controller of the left forefoot, and its customized attribute IKFK_LF controls the non-seamless IK/FK switch of the legs, and IK_Stretch_Roll_LF controls whether the ankle moves following the IK controller.

CTR_Hand_Switch_F.R is the controller of the right forefoot, and its customized attribute IKFK_RF controls the non-seamless IK/FK switch of the legs, and IK_Stretch_Roll_RF controls whether the ankle moves following the IK controller.

CTR_Leg_Switch_B.L is the controller of the left hind foot, and its customized attribute IKFK_LB controls the non-seamless IK/FK switch of the legs, and IK_Stretch_Roll_LB controls whether the ankle moves following the IK controller.

CTR_Leg_Switch_B.R is the controller of the left hind foot, and its customized attribute IKFK_RB controls the non-seamless IK/FK switch of the legs, and IK_Stretch_Roll_RB controls whether the ankle moves following the IK controller.

CTR_Roll_Linkage_Finger_b.L, CTR_Roll_Linkage_Finger_b.R, CTR_Roll_Linkage_Toe_b.L and CTR_Roll_Linkage_Toe_b.R control the extension of the toes.

CTR_Roll_Linkage_Finger_a.L, CTR_Roll_Linkage_Finger_a.R, CTR_Roll_Linkage_Toe_a.L and CTR_Roll_Linkage_Toe_a.R control the flexion of the toes.

CTR_Squeeze_Finger.L, CTR_Squeeze_Finger.R, CTR_Squeeze_Toe.L and CTR_Squeeze_Toe.R control the squeeze effect of the foot pads.

Each toe comes with a separate controller, and the neck and belly come with detailed controllers.

A detailed facial rigging is available which supports facial expression creation.

And more...


Animations

Loopable running animation at 30 fps, frame range 0-12


Unlooped eating animation at 30 fps, frame range 0-300


Features

The model is in meter units at real-world scale.

The Display button of the fur is disabled.

This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.

The model can be rendered in the current project, without any other adjustment.


Notes after purchase

If you have problems using your character after purchasing it, please check our Support page.

If you have any other questions, please feel free to contact us.


Published over 1 year ago
Blender Version 2.92, 2.93, 3.0, 3.1, 3.2, 3.3, 3.4, 3.5
Misc Data Uvs-Unwrapped, Rigged, Animated, Normal-Mapped, Textured
License Royalty Free
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