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.
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.gitA 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| 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 |
Each asset's README carries the same recipe with its own file names.
- Blender - append the collection
ASSET-NAMEfromblender/ASSET-NAME.blend(File > Append > Collection). Textures are linked by relative paths tosource/textures/- do not move thesource/folder. - Maya - set the project to the
maya/folder (File > Set Project), then importmaya/ASSET-NAME.ma. Textures resolve through the project. - 3ds Max - merge
max/ASSET-NAME.maxand set the project to themax/folder (File > Project > Set Active Project). Wheremax/ASSET-NAME_controls.msships, 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'sContent/folder. The.uassetfiles 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, importsource/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 wholesource/folder.
Machine-readable listing: index.json.