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animatica-assets-public

3D assets to download - animatica.ai.

Every asset ships geometry, a shading network and (where one exists) a rig in native application formats, plus universal USD/FBX sources with textures.

For a rigged asset the source FBX is not geometry alone: it carries the skeleton and the skin in rest pose, with embedded textures and no animation. No animation is shipped; the native scenes carry the control layers.

Downloading

Simplest: download a single asset's zip from the table below or from the Releases tab. Neither git nor Git LFS is needed for that.

Alternatively the whole repo (requires Git LFS):

git lfs install
git clone https://github.com/animatica-ai/animatica-assets-public.git

A single asset through git, without pulling everything:

git clone --filter=blob:none --no-checkout https://github.com/animatica-ai/animatica-assets-public.git
cd animatica-assets-public
git sparse-checkout set assets/ASSET-NAME
git checkout

Assets

Asset Version Applications Controls License Zip
Animatica Hero v004 Blender, Maya, MotionBuilder, 3ds Max, Unreal Engine Blender: rigify, Maya: animatica, MotionBuilder: hik-definition, 3ds Max: script, Unreal Engine: ikrig owned by Animatica · Animatica download
Cesium Man v003 Blender, Maya, MotionBuilder, 3ds Max, Unreal Engine Blender: rigify, Maya: animatica, MotionBuilder: -, 3ds Max: script, Unreal Engine: ikrig CC BY 4.0 · Cesium download

Opening

Each asset's README carries the same recipe with its own file names.

  • Blender - append the collection ASSET-NAME from blender/ASSET-NAME.blend (File > Append > Collection). Textures are linked by relative paths to source/textures/ - do not move the source/ folder.
  • Maya - set the project to the maya/ folder (File > Set Project), then import maya/ASSET-NAME.ma. Textures resolve through the project.
  • 3ds Max - merge max/ASSET-NAME.max and set the project to the max/ folder (File > Project > Set Active Project). Where max/ASSET-NAME_controls.ms ships, run it (Scripting > Run Script) for the control layer.
  • MotionBuilder - open mobu/ASSET-NAME.fbx (File > Open).
  • Unreal Engine - copy the contents of unreal/Content/ into your project's Content/ folder. The .uasset files are versioned: they open in the engine version listed in the asset's Contents table or newer, but not older. If you need an older version, import source/ yourself.
  • Houdini, Omniverse and the rest - open source/ASSET-NAME.usd. The USD already carries its shading (UsdPreviewSurface + textures, relative paths), so nothing needs wiring by hand. Copy the whole source/ folder.

Machine-readable listing: index.json.

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Assety 3D do pobrania - animatica.ai (Git LFS)

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