Chibi Fighters – 31 Animated Animal Characters
Every fighter shares one skeleton and one animation set, so clips, logic and ... What's inside ... Locomotion: Idle, Idle Break, Walk, Walk Back, Run, Run Back, Sprint, Strafe L/R, Run Strafe ...
by Jokhio Interactive
Price History +
- Number of textures: 93 (3 palette maps per character: albedo, metallic + smoothness, emission)
- Texture dimensions: 128x128
- Polygon count (triangles, including weapons and accessories): LOD0 14,436 to 21,502
- Minimum polygon count: 3,884 (LOD2)
- Maximum polygon count: 21,502 (LOD0)
- Number of meshes/prefabs: 31 character models, 31 character prefabs, 36 weapon prefabs, 31 Weapon assets
- Rigging: Yes (Generic rig, same bone hierarchy on all 31 characters, 21 to 25 bones)
- Animation count: 59 shared clips per character plus weapon-style clips, 1,942 clips in total, 30 fps
- Animation type list: locomotion, crouch, jump/fall, dodges, aim offsets, fire/reload, melee combos, block, cast, bow, punches, throw, hit reactions, death, downed/revive, interactions, emotes. Root motion on travelling clips (dodges, slide, vault, knockback); the rest are in place
- UV mapping: Yes (palette UVs)
- LOD information: 3 levels (LOD0, LOD1 6,190 to 9,836 tris, LOD2 3,884 to 5,688 tris) with a ready LOD Group
- Types of materials and texture maps: 1 material per character, palette albedo, metallic/smoothness and emission maps. No normal maps
- Render pipelines: Built-in and URP (materials switch to URP Lit automatically). HDRP needs Unity's material converter
- Unity 2022.3 LTS or newer. Setup: Tools > Chibi Fighters > Set Up Package
- Weapon swapping: ChibiWeaponHolder on every prefab (Equip / EquipOwn / Unarm); the demo scene has a weapon picker
- Height about 1.2 to 1.4 m (1 unit = 1 m). Documentation PDF included
Chibi Fighters is a roster of 31 original, stylised chibi animal characters made for third-person shooters, brawlers and party games. Every fighter shares one skeleton and one animation set, so clips, logic and controllers work on any of them.
What's inside
- 31 characters: Bat, Bear, Bull, Cat, Crocodile, Crow, Deer, Dog, Elephant, Fox, Frog, Goat, Hamster, Hippo, Koala, Lion, Monkey, Mouse, Otter, Owl, Panda, Penguin, Pig, Rabbit, Raccoon, Rhino, Shark, Squirrel, Tiger, Wolf, Zebra
- 31 weapon sets (guns, swords, axes, spears, staffs, bow, daggers, gauntlets, throwing weapons) as standalone prefabs with LODs
- Any character can hold any weapon: one call (Equip) attaches it and switches to that weapon's animation set, so a character given the bow aims and shoots like the archer
- Separate accessories (headwear, cape, scarf, quiver) that you can hide or swap
- 3 LODs per character with a ready LOD Group
- 1 material and 3 small palette textures per character, so recolouring means editing a 128x128 PNG
- Prefabs, Animator Controllers (locomotion blend tree plus a state for every clip), upper-body Avatar Masks and a demo scene, all created by a one-click setup tool
59 shared animations (every character)
- Locomotion: Idle, Idle Break, Walk, Walk Back, Run, Run Back, Sprint, Strafe L/R, Run Strafe L/R, Turn L/R
- Crouch: Crouch Idle, Crouch Walk, Crouch Walk Back, Crouch Strafe L/R
- Air: Jump Start, Jump Loop, Jump Double, Fall Loop, Jump Land, Land Hard
- Evasion: Dodge Roll, Dodge Back, Dodge Left, Dodge Right, Slide, Vault
- Aiming and combat: Aim Up/Down/Left/Right, Weapon Switch, Throw Grenade, Melee Bash
- Reactions: Hit (front/back/left/right), Stun, Knockback, Death (back/forward)
- Downed and revive: Downed Idle, Downed Crawl, Revive Get Up, Revive Teammate
- Interaction: Pick Up, Interact, Interact Loop, Use Item, Spawn
- Emotes: Taunt, Wave, Dance, Victory, Defeat
Weapon-style clips (they travel with the weapon): Aim / Fire / Reload for rifles, shotguns and pistols, Fire Knockback for heavy guns, 3-hit melee combos, Block (shield), Cast (magic), Shoot (bow), Punch L/R and Uppercut (gauntlets), Throw.
Support: bossbunnyboss007@gmail.com - https://najafali5.github.io/contact.html