Chubby Cartoon Tiger Rigged Stylized Character

Salman Animator in Characters


Chubby Cartoon Tiger 3D Model — Documentation

Key Features

  • Stylized, high-volume chubby cartoon tiger character.

  • Six main character meshes: body, secondary NURBS-derived mesh, eye, upper teeth, lower teeth, and tongue.

  • Approximately 15,530 vertices and 15,124 faces across the six character meshes.

  • Full-body and facial rig with 760 verified skin-deforming joints and 1,168 total bone-type nodes.

  • FK/IK arm and leg controls, 8-segment tail, 4-segment spine, and detailed eyelid/lip facial controls.

  • Three separate 2048×2048 PNG textures: body Base Color, body OpenGL Normal, and eye Base Color.

  • Includes .blend, .fbx, .glb, and .obj/.mtl formats.

  • 26 reference renders across the supplied render folders, including beauty, clay, clay-wireframe, and textured-wireframe views.

  • One UV map per character mesh.

  • No shape keys or blendshapes.

  • Fully posable rig, but no usable baked animation is included.


Included Files

File Format Purpose
tiger.blend Blender binary Original editable source scene
furry tiger.fbx FBX 7400 Rigged/skinned character with materials and rig data
furry tiger.glb glTF 2.0 Rigged character with embedded textures
furry tiger.obj Wavefront OBJ Static character geometry
furry tiger.mtl Wavefront MTL Material definitions for the OBJ
textures.zip ZIP Three supplied PNG textures

No separate README, changelog, or written documentation file was included.


Formats

Blender — .blend

tiger.blend is the original Blender source file with the BLENDER-v400 binary header.

The source file could not be opened directly in Blender during inspection, so its internal scene data was cross-checked through the supplied FBX, GLB, and OBJ files and binary inspection.

FBX — .fbx

furry tiger.fbx is a binary FBX 7400 file exported using Blender's stable FBX exporter.

It contains the six character meshes, materials, skin binding to the 760-joint rig, and approximately 150 additional rig-control-shape mesh objects.

The FBX also contains animation-track data, but the supplied tracks do not provide a usable animation.

GLB — .glb

furry tiger.glb is a glTF 2.0 binary file generated with Blender's glTF exporter.

It contains the six character meshes, PBR-style material data, embedded textures, the 760-joint skin, and 11 animation clips. The animation tracks are described in the Animation section.

OBJ + MTL

The OBJ contains static geometry, UVs, normals, and material assignments.

It does not contain:

  • Rig

  • Skin weights

  • Animation

  • Body Base Color texture

  • Body Normal texture

The companion .mtl file should remain with the OBJ when importing.


Materials

The supplied furry tiger.mtl defines 11 materials, with 6 actively assigned to OBJ faces.

Material Used On Notes
furry_tiger Main body Uses Base Color and Normal textures in the GLB
eye Eye Uses eye_Base_Color.png
Material Upper/lower teeth Flat reddish-orange color
Material.001 Upper/lower teeth Flat grey color
Material.006 Secondary mesh Flat-color material; OBJ and GLB contain a verified color difference
tong Tongue Flat dark-red material

Five additional materials are defined in the MTL but are not assigned to OBJ faces:

  • Material.002

  • Material.003

  • Material.004

  • furry_tiger_hair

  • white

These may relate to Blender-only material slots or fur/hair setup, but their exact purpose could not be verified without opening the source scene.

The FBX also contains six additional materials used only by rig-control widget objects.

The character-facing materials use non-metallic PBR-style values where verified, with roughness values around 0.5–0.6.


Textures

Three texture files are supplied, all verified at 2048×2048 PNG resolution.

Texture Type Resolution Use
furry tiger_Base_Color.png Base Color 2048×2048 Main body
furry tiger_Normal_OpenGL.png Normal Map 2048×2048 Main body
eye_Base_Color.png Base Color 2048×2048 Eye

The body Base Color and OpenGL Normal maps are directly connected to the GLB material.

No separate texture maps were found for:

  • Roughness

  • Metallic

  • Ambient Occlusion

  • Height/Displacement

  • Emission

  • Opacity/Mask

Roughness and metallic properties are represented by numeric material factors rather than dedicated texture maps.


Rig

The character includes a full body and facial armature.

  • 1,168 total bone-type nodes

  • 760 verified skin-deforming joints

  • Six character meshes are skinned to the rig.

  • Rig root: tiger rig_rig

  • FK and IK controls for arms and legs

  • IK pole targets and foot controls

  • 4-segment spine

  • 8-segment tail

  • Detailed facial controls

The naming structure uses c_ control prefixes, _ref reference suffixes, and .l, .r, and .x side/center suffixes. This is consistent with an Auto-Rig Pro-style Blender rig, although the exact rig-generation add-on could not be independently confirmed.


Bones

Root and Spine

The rig contains root controls and a 4-segment spine system.

Examples include:

  • root.x

  • c_root.x

  • c_root_master.x

  • spine_01.x–spine_03.x

Tail

The tail contains 8 segments, with corresponding reference and control bones:

  • tail_00_ref.x–tail_07_ref.x

  • c_tail_00.x–c_tail_07.x

  • c_tail_master.x

Arms

The arms include FK chains, IK hand controls, and pole targets.

Examples:

  • forearm.l/.r

  • hand.l/.r

  • c_hand_ik.l/.r

  • c_arms_pole.l/.r

Legs and Feet

The leg system includes IK foot controls, roll/bank controls, and pole targets.

Examples:

  • c_foot_ik.l/.r

  • c_leg_pole.l/.r

  • c_foot_bank_01.r

Fingers

The character has four fingers per hand:

  • Thumb

  • Index

  • Middle

  • Ring

No dedicated pinky/fifth-finger bone was found.

Each finger has three joints, with reference and control chains.

Facial Rig

The facial system includes controls for:

  • Jaw

  • Lips

  • Eyelids

  • Eyes

  • Eyebrows

  • Cheeks

  • Nose

  • Chin

  • Ears

  • Tongue

  • Teeth

The eyelid system includes seven numbered upper and seven numbered lower eyelid segments per side, along with additional base, corner, and master controls.


Animation

Animation track data exists in both FBX and GLB, but no usable keyframed animation is included.

The FBX contains 155 animation stacks. Most have zero duration.

The GLB contains 11 animation clips.

Animation Duration Result
tiger rig_rigAction ~0.08 sec Extremely short; not a usable animation
walk cycle 0 sec Static pose only
9 cs_user_c_*Action tracks 0 sec Rig-widget placeholder tracks

The scene frame rate is 25 FPS.

Despite the walk cycle name, all of its keyframes occur at the same time, so it does not contain an actual walking animation.

Conclusion: the character is supplied as a static but fully posable rig. Buyers will need to create their own animation.


Shape Keys / Blendshapes

No shape keys or blendshapes were found.

All six verified character meshes were checked and reported zero blend-shape deformers.

Facial expressions therefore need to be created using the available facial bone controls.


UV

Each of the six character meshes contains exactly one UV map, named UVMap.

Verified:

  • 1 UV map per mesh

  • No secondary UV channel

  • No UDIM setup

  • OBJ contains 5,677 combined UV coordinate entries

UV overlap, stretching, and packing efficiency were not visually verified because no UV layout image was supplied.


Geometry

The six main character meshes were verified directly from the OBJ export.

Object Vertices Faces
Extract4 — main body 7,682 7,836
NurbsPath — secondary mesh 4,494 4,340
eye 772 768
upper_teeth 1,234 1,028
lower_teeth 1,186 992
tong — tongue 162 160
Total 15,530 15,124

Combined topology is predominantly quad-based:

  • 404 triangles

  • 14,714 quads

  • 6 five-sided n-gons

Approximately 150 additional cs_ mesh objects are rig-control widgets and are not part of the renderable character.


Dimensions and Scale

Verified OBJ character bounds are approximately:

  • X: 2.218 scene units

  • Y: 2.031 scene units

  • Z: 1.953 scene units

The FBX contains a 0.01 unit-scale factor, following Blender's standard FBX export convention.

The exact real-world character height could not be independently confirmed because the source .blend was not opened directly. Do not treat the OBJ bounding box as a verified real-world measurement.

Scene frame rate: 25 FPS.


Object Structure

The renderable character consists of six main mesh objects:

  • Main body

  • Secondary mesh

  • Eye

  • Upper teeth

  • Lower teeth

  • Tongue

These are parented/skinned to the tiger rig_rig armature.

FBX and GLB also contain approximately 150 small rig-control-shape objects used as viewport widgets. These are not part of the character's renderable geometry.


Collections

Binary inspection of the Blender source confirmed:

  • Collection

  • Scene Collection

The source scene is named Scene, with a world datablock named World.

The exact object membership of each collection could not be verified without opening the .blend in Blender.


Modifiers

No specific Blender modifier stack could be verified.

FBX, GLB, and OBJ contain exported/evaluated geometry rather than an inspectable copy of the original Blender modifier stack.

The topology appears suitable for subdivision-style workflows, but no specific Subdivision Surface or other modifier is claimed as confirmed.


Constraints

Blender constraint stacks were not directly verifiable from the supplied exports.

The rig clearly contains FK/IK control structures, but the exact native Blender constraint setup was not independently inspected.


Drivers

No drivers could be verified from the supplied files.

Drivers are Blender-internal data and were not available for direct inspection in this verification process.


Scene Setup

The Blender source contains one confirmed scene named Scene and one world datablock named World.

Render-engine settings, samples, resolution settings, and other detailed scene settings were not independently verified.


Cameras and Lights

No camera objects were found in the FBX or GLB.

Camera count: 0

No light objects were found in the FBX or GLB.

Light count: 0

The supplied preview renders therefore come from a separate render setup rather than cameras and lights included with the character exports.


Import Workflow

Blender

  1. Open tiger.blend in a compatible Blender 4.x environment.

  2. If textures are missing, extract textures.zip.

  3. Use File → External Data → Find Missing Files and select the extracted texture folder.

  4. Locate tiger rig_rig and the six character meshes.

  5. Enter Pose Mode to test the rig.

FBX

  1. Import furry tiger.fbx.

  2. Enable skeleton/armature and skin import.

  3. Check the imported scale.

  4. Relink the three PNG textures if they are not automatically found.

  5. Avoid relying on the imported animation takes because the supplied animation tracks contain no usable motion.

OBJ

  1. Import furry tiger.obj.

  2. Keep furry tiger.mtl in the same location.

  3. Extract textures.zip.

  4. Manually assign the required body and eye textures if needed.

  5. Remember that OBJ is static geometry only and contains no rig or skin weights.

GLB

  1. Import furry tiger.glb into a glTF-compatible application.

  2. The three supplied textures are embedded in the GLB.

  3. The 760-joint skin should import where supported.

  4. Do not expect the walk cycle or other supplied tracks to provide usable motion.


Software / Version

Verified metadata indicates the files were produced using Blender 4.5.5 LTS-related exporters:

  • FBX exporter: Blender Stable FBX IO 4.5.5 LTS

  • GLB generator: Khronos glTF Blender I/O v4.5.49

  • OBJ/MTL header: Blender 4.5.5 LTS

  • .blend header: BLENDER-v400

These are metadata findings, not functional compatibility tests.


Engine Workflow

No engine-specific setup is included.

The FBX and GLB can be used as starting points in software supporting those formats, but material conversion, scale checking, rig behavior, and facial setup may require adjustment.

No Unity, Unreal, Godot, or other specific engine workflow was independently tested.


Customization

The verified customization options include:

  • Recoloring materials

  • Replacing the supplied textures

  • Reposing the full character

  • Creating facial expressions with facial controls

  • Animating the existing rig

  • Adjusting the tail and body pose

There are no shape keys, pre-built usable animations, or verified facial slider systems included.


Rig Workflow

  1. Select tiger rig_rig.

  2. Enter Pose Mode.

  3. Use the c_ control bones rather than reference bones where applicable.

  4. Test the FK/IK arm and leg controls.

  5. Adjust the spine and 8-segment tail.

  6. Use the facial controls for the jaw, eyelids, lips, eyebrows, cheeks, nose, and other facial areas.

  7. Create your own keyframes when building animation.

The mirrored .l and .r naming makes left/right controls easier to identify.


Texture Workflow

The texture archive contains:

  • furry tiger_Base_Color.png

  • furry tiger_Normal_OpenGL.png

  • eye_Base_Color.png

For Blender or OBJ workflows:

  1. Extract textures.zip.

  2. Point the material texture paths to the extracted files.

  3. Use Blender's Find Missing Files feature if necessary.

  4. Reload the images after relinking.

For GLB, the three textures are already embedded.

The body normal map uses the OpenGL convention. Some applications using DirectX-style normal maps may require the normal map's green channel to be inverted.


Material Workflow

For the full textured material setup, FBX or GLB is preferred over OBJ.

In Blender:

  1. Open the supplied source scene.

  2. Locate the character material.

  3. Check the Base Color and Normal texture connections.

  4. Relink missing textures if necessary.

  5. Adjust material values such as roughness or metallic factors as required.

The OBJ/MTL format provides only a simplified representation of the materials and should not be treated as equivalent to the full Blender/GLB material setup.


Troubleshooting

Model appears incomplete

Check that all six character meshes were imported. FBX and GLB also contain rig-control widget objects that may appear as additional small meshes.

Textures are missing

Extract textures.zip and relink the files. GLB already contains the three textures internally.

OBJ looks grey or incorrectly textured

This is expected because OBJ/MTL does not preserve the complete node-based body material. Use FBX or GLB for the more complete textured setup.

Animation does not play

The supplied animation tracks are not usable. The walk cycle is a static pose despite its name.

Rig controls behave unexpectedly

Use the c_ control bones for posing rather than reference/helper bones.

Scale looks incorrect

Check the target application's FBX unit conversion. The supplied FBX uses a 0.01 unit-scale factor.

Extra small objects appear

The FBX and GLB include approximately 150 rig-control-shape meshes. These are viewport control widgets rather than character geometry.

Material.006 looks different between formats

A verified difference exists between the OBJ/MTL and GLB representations of Material.006. This is contained in the supplied exports and is not necessarily an importer problem.


Known Limitations

  • No usable baked animation is included.

  • The walk cycle track is a static pose.

  • OBJ is static and contains no rig or skin data.

  • OBJ/MTL does not preserve the full body texture setup.

  • A color discrepancy exists for Material.006 between OBJ/MTL and GLB.

  • No shape keys or blendshapes are included.

  • No cameras or lights are included in FBX/GLB.

  • Five MTL materials are not assigned to exported OBJ faces.

  • Exact Blender modifier, constraint, and driver setups were not directly verified.

  • Exact real-world scale could not be confirmed from the source .blend.

  • Engine-specific compatibility was not tested.


Compatibility Notes

The FBX 7400, GLB 2.0, and OBJ/MTL files were successfully parsed during inspection, confirming that the supplied files contain valid structured mesh and related data.

Format support does not guarantee identical results in every application. Rig behavior, PBR materials, texture paths, scale, and animation-track handling depend on the importing software.

No specific game engine or third-party animation package was functionally tested.


Quick Start

  1. Extract textures.zip for Blender or OBJ workflows.

  2. Open tiger.blend, or import the FBX/GLB.

  3. For the most complete rigged workflow, use FBX or GLB.

  4. Confirm the three textures are correctly linked.

  5. Locate tiger rig_rig.

  6. Test the FK/IK controls and facial controls.

  7. Create your own animation if required.

  8. Use OBJ only when static geometry is needed.


Recommended Workflow

Import → Scale → Textures → Materials → Rig → Customize → Animate

  1. Choose FBX or GLB for rigged workflows.

  2. Confirm scale and orientation.

  3. Verify or relink textures.

  4. Check the material setup.

  5. Test the rig and skin deformation.

  6. Customize the character.

  7. Create your own animation because no usable animation is included.


Important Notes

  • This product is a static, fully posable rigged character.

  • The rig contains 760 verified skin-deforming joints and 1,168 total bone-type nodes.

  • The package does not include a usable walk cycle or other finished animation.

  • FBX and GLB are recommended when the rig and skinning are required.

  • OBJ is intended for static geometry workflows.

  • Keep the supplied texture files available for Blender and OBJ workflows; GLB already embeds them.

  • Exact real-world scale, Blender modifier stacks, constraints, and drivers were not independently verified.

$4

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Details
Published 5 days ago
Blender Version 2.6x - 5.2
Render Engine Used Cycles, Eevee, Freestyle
Misc Data Rigged, Textured
License Royalty Free