Crawler Excavator (Rigged, Animated)
map L_Excavator_Demo, L_Excavator_Overview showing every asset Unity 6+ package (.unitypackage): 1 prefab, the ExaroMechanism script to play the ... Animations: ... Loops (0.2 s, loops)
by Exaro Studio
Price History +
Rigged: Yes (Generic rig, 141 bones)
Rigged to Unity skeleton: No
If rigged to the Unity skeleton, IK bones are included: No
Animated: Yes
Number of Animations: 18
Animation types (Root Motion/In-place): In-place
Number of characters: 0
Vertex counts of characters: 0
Number of Shaders and Materials: 0 custom shaders (Built-in Standard), 10 materials
Number of Textures: 22
Texture Resolutions: 4096 x 4096, 2048 x 2048
Supported Development Platforms: Windows: Yes, Mac: No (not tested)
Documentation Link: NO (README.txt inside the package)
Important/Additional Notes: Built-in render pipeline; URP/HDRP via Window > Rendering > Render Pipeline Converter. No package dependencies.
A game-ready heavy-equipment hero asset: a 20-tonne class crawler excavator in construction yellow, unbranded, built as a working machine rather than a statue.
The arm works the way the real one does. Two boom cylinders, the arm cylinder and the bucket cylinder each stay pinned to their lugs through the whole stroke, and the bucket's dogbone and H-link linkage is solved for every frame, so nothing slides, stretches or folds. The hydraulic hoses run low past the pins in sleeved bundles and pay out as the joints move. The cylinders have bolted glands with wiper seals, chrome rods, bushed eyes and grease nipples; every pin has a thrust washer and a bolted retainer.
The undercarriage is built shoe by shoe: grouser plates bolted to their links, bushings and pins, a sprocket whose teeth meet the bushings, a turned idler on its fork and tensioner, double-flanged bottom and carrier rollers, a cast final drive and a welded frame with its guard. In the drive clips the shoes travel round the loop and every wheel turns.
The cab is fitted out: a two-tone seat with an orange belt, grey moulded consoles with booted joysticks, a red safety lever, two travel levers rising from their pedals, a monitor and a grade-control tablet with drawn screens, vents, placards and door hardware, behind tinted glass that ships see-through.
The paint carries weathering with causes, baked into the textures: faded tops, grime round the joints and hydraulics, chips at the steps, edges and linkage, touch-up patches, a dirty undercarriage, and a bucket polished bright along its cutting edge and scuffed where it digs.
Rigged on 141 bones, so you can drive any joint yourself, and three sockets: the driver's seat, the bucket tip and the cab door handle.
You get:
• One skeletal mesh, rigged on 141 bones: 266,840 triangles, 137,830 vertices, real-world scale (306 x 840.3 x 559.5 cm)
• 18 animations, in place (listed below)
• Unreal Engine 5.5, 5.6, 5.7, 5.8, 5.8.preZF project: SK_Excavator; 24 animation sequences (AS_); Blueprint BP_Excavator, BP_Excavator_GameMode, BP_Excavator_Operator with events DriveForward, DriveReverse, PivotLeft, PivotRight, SteerLeft, SteerRight, BoomRaise, BoomLower, StickOut, StickIn, BucketCurl, BucketDump, SlewLeft, SlewRight, TravelPose, DigCycle, OpenDoor, CloseDoor, Interact; physics asset PHYS_Excavator; 6 materials and 14 material instances; 17 textures (4096 x 4096, 2048 x 2048); overview map L_Excavator_Demo, L_Excavator_Overview showing every asset
• Unity 6+ package (.unitypackage): 1 prefab, the ExaroMechanism script to play the clips, 10 Standard-shader materials, 22 textures (4096 x 4096, 2048 x 2048) and a demo scene
• FBX: the mesh plus one FBX per animation, with 17 baked PBR textures (4096 x 4096, 2048 x 2048)
• GLB (glTF 2.0) with every animation embedded and its textures packed
Animations:
• DriveForward: Runs both tracks forward: the shoes travel round the loop and every sprocket, idler and roller turns. Loops; move the actor yourself (0.2 s, loops)
• DriveReverse: Runs both tracks in reverse. Loops; move the actor yourself (0.2 s, loops)
• PivotLeft: Counter-rotates the tracks to turn on the spot to the left. Loops; rotate the actor yourself (0.2 s, loops)
• PivotRight: Counter-rotates the tracks to turn on the spot to the right. Loops; rotate the actor yourself (0.2 s, loops)
• SteerLeft: Drives the right track only, for a gentle left turn. Loops (0.2 s, loops)
• SteerRight: Drives the left track only, for a gentle right turn. Loops (0.2 s, loops)
• BoomRaise: Raises the boom; both boom cylinders extend (1.6 s)
• BoomLower: Lowers the boom (1.6 s)
• StickOut: Swings the stick out away from the cab (1.4 s)
• StickIn: Pulls the stick in towards the cab (1.4 s)
• BucketCurl: Curls the bucket in through its linkage to scoop (1.0 s)
• BucketDump: Opens the bucket out to dump its load (1.0 s)
• SlewLeft: Turns the house, cab and arm 90 degrees to the left on the slew ring (2.5 s)
• SlewRight: Turns the house, cab and arm 90 degrees to the right on the slew ring (2.5 s)
• TravelPose: Folds the arm into its travel position (2.0 s)
• DigCycle: A full dig: reach out, curl a bucketful, lift, slew, dump and return (8.2 s)
• DoorOpen: Swings the cab door open (1.2 s)
• DoorClose: Closes the cab door (1.0 s)