Siberian Tiger Animated | Vfx Grace
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Introduction
This Siberian tiger is modeled at real-world scale in Blender, with multiple 4K textures in UDIM format, fur, rigging, facial UI control, and animations.Â
It consists of 14 objects: Body, 2 eyelids, tongue, 4 sets of nails, 2 sclerae, 2 irises, 2 teeth.
Polygons
Body: vertices 38,629; polygons 38,558
Eyelids: vertices 576; polygons 512
Tongue: vertices 5,416; polygons 5,350
Nails: vertices 6,032; polygons 5,888
Sclerae: vertices 1,092; polygons 1,152
Irises: vertices 1,476; polygons 1,536
Teeth: vertices 14,712; polygons 14,656
Total: vertices 67,933; polygons 67,652
Formats
There is a Blender project and an OBJ file.
Textures
JF0LA12A0_SiberianTiger_Tooth_Normal.png, 4096*4096
JF0LA12A0_SiberianTiger_Tooth_BaseColor.png, 2048*2048
JF0LA12A0_SiberianTiger_Hair_Mask.1002.png, 4096*4096
JF0LA12A0_SiberianTiger_Hair_Mask.1001.png, 4096*4096
JF0LA12A0_SiberianTiger_Hair_BaseColor.1002.png, 4096*4096
JF0LA12A0_SiberianTiger_Hair_BaseColor.1001.png, 4096*4096
JF0LA12A0_SiberianTiger_Eye_BaseColor.png, 4096*4096
JF0LA12A0_SiberianTiger_Body_Specular.1003.png, 4096*4096
JF0LA12A0_SiberianTiger_Body_Specular.1002.png, 4096*4096
JF0LA12A0_SiberianTiger_Body_Specular.1001.png, 4096*4096
JF0LA12A0_SiberianTiger_Body_Normal.1003.png, 4096*4096
JF0LA12A0_SiberianTiger_Body_Normal.1002.png, 4096*4096
JF0LA12A0_SiberianTiger_Body_Normal.1001.png, 4096*4096
JF0LA12A0_SiberianTiger_Body_BaseColor.1003.png, 4096*4096
JF0LA12A0_SiberianTiger_Body_BaseColor.1002.png, 4096*4096
JF0LA12A0_SiberianTiger_Body_BaseColor.1001.png, 4096*4096
JF0LA12A0_SiberianTiger_Hair_ID.jpg, 4096*4096
Rigging
Fine controllers are available to make it easier to create postures and animations. The features are as follows:
CTR_root controls the entire model.
MCH_spine_a.003 and CTR_gravity control the torso.
CTR_spine_roll_a, CTR_spine_roll_a, CTR_spine_roll_b, CTR_spine_roll_c and CTR_spine_roll_d are FK controllers of body.
CTR_spine_stretch_B is the controller of the latter spine; its customized attribute—TailFollow/NOFollow_ROTA controls whether the tail rotates following the torso.
CTR_spine_F is the controller of the former spine; its customized attribute—NeckFollow/NOFollow_ROTA controls whether the neck rotates following the torso.
CTR_spine_stretch_M is the controller of the middle spine.
CTR_neck_rool_a.001, CTR_neck_rool_a, CTR_neck_rool_b and CTR_neck_rool_c control the neck.
CTR_head controls the head; its customized attribute—HeadFollow/NOFollow_ROTA controls whether the head rotates following the parent controller.
CTR_chin_a and CTR_chin_b control the lower jaw.
CTR_eyeball.rool, CTR_eyeball.001.L, CTR_eyeball.001.R, CTR_eyeball.L and CTR_eyeball.R control the movement of eyes.
CTR_Eyelid_U.008.L, CTR_Eyelid_U.009.L, CTR_Eyelid_U.008.R and CTR_Eyelid_U.009.R control the movement of eyelids.
CTR_scapular.001.L, CTR_scapular.001.R, CTR_hip.L and CTR_hip.R control the shoulder and hip bone.
CTR_Foot_F.L, CTR_Foot_F.R, CTR_Foot_B.L and CTR_Foot_B.R are the IK controllers of the limbs.
CTR_Paw oac_F.L, CTR_Paw oac_F.R, CTR_Paw oac_B.L and CTR_Paw oac_B.R control the extension and flexion of the toes, and the systole and stretch of the nails. Its customized attribute—IK_FK_change controls the switch of IK/FK of the legs, which is non-seamless; Limit_IK_Stretch controls the stretch limit of the legs in IK mode.
There are more finer controllers of the toes, which will help you in highly detailed animations.
CTR_Knee_F.L, CTR_Knee_F.R, CTR_Knee_B.L and CTR_Knee_B.R control the orientation of the knees in IK mode.
CTR_tail_a.002, CTR_tail_a.001, CTR_tail_b.001 and CTR_tail_c.001, etc are FK controllers of the tails.
There is a facial control system to control facial expressions, and a facial UI to easily create facial animations.
CTR_blink.R and CTR_blink.L control the winking; CTR_fierce.R, CTR_fierce.L and CTR_lip.001 control the movement of the upper lip; CTR_lip controls the movement of the nose; CTR_mouth controls the movement of the lower jaw; CTR_laugh and CTR_fury control facial expressions.
And more…
Animations
Loopable running animation at 30 fps, Frame range 0-12
Unlooped lying animation at 30 fps, Frame range 0-230
Loopable walking animation at 30 fps, Frame range 0-270
Features
The model is in meter units at real-world scale.
To run quickly, the fur is hidden. You can enable the Display if needed.
The model can be rendered in the current project, without any other adjustment.