White Rabbit Animated | Vfx Grace
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Introduction
This is a high-quality white rabbit model with 4K UDIM maps, fur, rigging and animations. There is a fine facial controller, and the rigging supports winkle animation. The model is made with Blender and Cycles renderer at real-world scale.
The models consists of body, 2*claws, 2*lacrimal caruncles, 2*lacrimal glands, oral cavity, pupils, cornea, tongue, 2*teeth.
Polygons
Body: vertices 30,882; polygons 30,880
Paws: vertices 1,332; polygons 1,296
Lacrimal caruncles:vertices 1,052; polygons 1,048
Lacrimal glands: vertices 2,560; polygons 2,532
Oral cavity: vertices 2,748; polygons 2,746
Pupils: vertices 1,988; polygons 2,048
Corneas: vertices 1,572; polygons 1,600
Tongue: vertices 1,098; polygons 1,096
Teeth: vertices 1,308; polygons 1,260
Total: vertices 44,540; polygons 44,506
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JC0L219A0_WhiteRabbit_BodyHair_BaseColor.1001.png, 4096*4096
JC0L219A0_WhiteRabbit_BodyHair_BaseColor.1002.png, 4096*4096
JC0L219A0_WhiteRabbit_BodySkin_BaseColor.1001.png, 4096*4096
JC0L219A0_WhiteRabbit_BodySkin_BaseColor.1002.png, 4096*4096
JC0L219A0_WhiteRabbit_BodySkin_Mask.1001.png, 4096*4096
JC0L219A0_WhiteRabbit_BodySkin_Mask.1002.png, 4096*4096
JC0L219A0_WhiteRabbit_BodySkin_Normal.1001.png, 4096*4096
JC0L219A0_WhiteRabbit_BodySkin_Normal.1002.png, 4096*4096
JC0L219A0_WhiteRabbit_BodySkin_Specular.1001.png, 4096*4096
JC0L219A0_WhiteRabbit_BodySkin_Specular.1002.png, 4096*4096
JC0L219A0_WhiteRabbit_Eye_BaseColor.png, 4096*4096
JC0L219A0_WhiteRabbit_Eye_Normal.png, 4096*4096
JC0L219A0_WhiteRabbit_Eye_Specular.png, 4096*4096
JC0L219A0_WhiteRabbit_OralCavity_BaseColor.png, 4096*4096
JC0L219A0_WhiteRabbit_OralCavity_Normal.png, 4096*4096
JC0L219A0_WhiteRabbit_OralCavity_Specular.png, 4096*4096
JC0L219A0_WhiteRabbit_Tooth_BaseColor.png, 2048*2048
JC0L219A0_WhiteRabbit_Tooth_Normal.png, 2048*2048
JC0L219A0_WhiteRabbit_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_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.