Farm Windpump – Rigged & Animated
LOD information: single LOD ... The head works the way the real back-geared mills did. ... Includes FBX (skeletal mesh plus one FBX per clip for Unreal), a GLB with every clip embedded, and ...
by Exaro Studio
Price History +
Number of textures: 3
Texture dimensions: 2048x2048
Polygon count: 9056 (24018 triangles, 8571 quads)
Number of meshes/prefabs: 1 mesh, 1 prefab
Rigging: Yes (7 bones, Generic)
Animation count: 9
Animation type list: Idle, Pumping, PumpingGusty, WindVeer, TurnLeft, TurnRight, Furl, Unfurl, Furled (in place)
UV mapping: Yes (one non-overlapping atlas)
LOD information: single LOD
Types of materials and texture maps: PBR, Standard shader (base colour, normal, metallic-smoothness); URP/HDRP via the Render Pipeline Converter
A game-ready farm windpump: a four-leg galvanized angle-iron tower with girts and crossed rod braces on a concrete slab, a timber service deck with ladder, a cast-iron pump head and a spout into a round galvanized stock tank.
The head works the way the real back-geared mills did. The 24-blade, 3.1 m wheel turns twin pinions that drive two large back gears at 3:1. Their crank pin works a pitman and crosshead, and the crosshead lifts the pump rod down the centre of the tower to the pump. Linkage positions are solved per frame, so the pitman stays on the crank pin through the whole stroke and the gears stay in mesh. The head turns on a turntable to face the wind, and the tail vane on its hinged boom furls the wheel out of the wind.
Rigged on 7 bones (head, wheel, back gears, pump rod, pitman, tail), so you can drive the yaw from your own wind direction or play the clips.
Clips: Idle, Pumping (loops: 3 wheel turns per pump stroke), PumpingGusty (loops, uneven wind), WindVeer (loops: the head hunts either side of the wind while pumping), TurnLeft and TurnRight (the head swings 45 degrees while pumping), Furl (the tail folds, the wheel coasts to a stop), Unfurl (the tail swings back, the wheel spins up) and Furled (held, loops).
Includes FBX (skeletal mesh plus one FBX per clip for Unreal), a GLB with every clip embedded, and baked 2K colour, normal and roughness maps.