Bring your scene or game to life with 30 cute, blocky animals — from a puppy and a kitty to a kraken and a fire dragon. Every animal is rigged and comes with ready-made animations, so you can drop it into a scene and it moves.
What's included
- 30 animals: Chick, Bunny, Piglet, Puppy, Kitty, Mouse, Frog, Fox, Panda, Polar Bear, Tiger, Ice Wolf, Owl, Penguin, Swan, Koi, Shark, Whale, Kraken, Turtle, Ladybug, Bee, Scorpion, Unicorn, Croco Rex, Stone Golem, Phoenix, Mecha Bot, Celestial Kitsune, Inferno Dragon
- 5 animations for every animal: Idle, Walk, Run (loops), Jump and Trick (one-shots)
- .blend files: one file per animal (clips as NLA tracks), one scene with all 30 animals, and a render-ready showcase scene (studio stage, lights, camera and HDRI, everything packed)
- FBX and GLB (glTF 2.0) versions of every animal for game engines
- Full PBR texture set (metalness workflow): BaseColor, Normal, Roughness, Metalness, Emissive — one material shared by the whole pack
Animations
- Idle, Walk, Run, Jump and Trick for every animal
- Jump: a take-off, an arc in the air and a landing — paws, wings, fins or tentacles move with it
- Trick is a playful one-shot move: a spinning hop, a roar, a ground pound, a jet boost and more
- In place, 30 fps; loops start and end on the same pose
- Walk 1.12 m/s, Run 2.24 m/s — match your movement speed and feet won't slide
Optimized
- 120–1,332 triangles per animal (10,416 for all 30)
- One material and one tiny 64×64 PBR texture set for the whole pack — great for batching and mobile
- Simple rigid skeletons: 5–18 bones, one bone per vertex
Technical details
- Animals: 30
- Triangles: 120–1,332 per animal
- Rigged: yes, 5–18 bones (incl. Root); rigid skinning, 1 bone per vertex
- Animated: Idle, Walk, Run, Jump, Trick — 30 fps, in place, no root motion
- Textures: 64×64 PNG, metalness workflow: BaseColor (palette), Normal, Roughness, Metalness, Emissive
- Materials: 1 (CubePets); every face maps to a single palette color
- Scale: real-world meters, consistent across the pack (small pets ~0.5–1 m, the dragon ~4.7 m long)
- Orientation: Blender — Z up, facing -Y; FBX / GLB — Y up, facing +Z
- Naming: English, e.g. armature Puppy and mesh Puppy_Mesh, actions Puppy_Idle, Puppy_Walk…; bones named after body parts (Body, Head, LegFR, Tail1…)
- Files saved with Blender 5.2
How to use
In Blender
- Unzip and keep the folder structure. Open any file from Models/Blend — textures are packed, nothing to relink.
- Clips are NLA tracks on the armature. Idle is on; in the NLA Editor un-mute Walk, Run, Jump or Trick (and mute Idle) to preview another clip. The actions are also available in the Action Editor (Puppy_Walk, Puppy_Run…).
- CubePets_Showcase.blend: press Space — every animal plays its Idle loop. Numpad 0 and F12 render the cover shot (Cycles).
- To bring an animal into your own scene: File > Append > pick the file (e.g. Puppy.blend) > Object > select Puppy and Puppy_Mesh. The NLA tracks and actions come along.
In game engines
- Unity: FBX with Rig = Generic, set Loop Time on Idle / Walk / Run. GLB imports with glTFast. Textures: Filter Mode = Point, Compression = None, no mip maps; CubePets_Normal: Texture Type = Normal map.
- Unreal Engine: import the FBX as a Skeletal Mesh — every take becomes an Animation Sequence. Textures: Filter = Nearest, Mip Gen = NoMipmaps; Roughness / Metalness: sRGB off.
- Godot 4: import the GLB — clips appear in the AnimationPlayer. Set Loop on Idle / Walk / Run; textures: Filter = Nearest.
- The FBX files link to the textures in Textures/ (nothing embedded), so keep the folders together.
A README with per-animal specs (triangles, bones, clip lengths) is included in the archive.