Stylized Basketball Player Rigged

Salman Animator in Sports


Included Files

File / Folder Description
Blender_file/Bascket Player.blend Native Blender scene: rigged character, 13 materials, packed textures
Blender_file/Bascket Player.fbx FBX export including skin/rig data
Blender_file/Bascket Player.glb glTF binary export including skin/rig data (verified: 1 skin, 770 joints, 0 animation clips)
Blender_file/Bascket Player.obj + Bascket Player.mtl Static mesh export with 13 material definitions (no rig data)
Blender_file/textures.zip 15 PNG texture maps (Base Color, Normal, Metallic, Roughness)

Formats

BLEND, FBX, GLB, OBJ + MTL.

Textures (verified from the textures archive)

  • Base Color + Normal (OpenGL) PNG pairs for: body, face, hand, bunyan (upper body/muscle skin), shorts
  • Eyes: Base Color only
  • Shoe set: Base Color, Metallic, Roughness (2048x2048), plus a 4096x4096 Normal (OpenGL) map
  • All maps are 2048x2048 except the shoe normal map, which is 4096x4096

Materials

13 material slots, confirmed identically in both the OBJ/MTL export and the GLB file: body, bunyan, eyebrow, eyes, face, hand, shocs, shorts, shorts.001, Material.001, Material.002, Material.003, Material.004.

Rig

Confirmed present. The GLB file contains one skin with 770 joints, using Auto-Rig Pro-style bone naming (e.g. c_root_bend.x, thigh_fk.l, c_foot_ik.r, c_index1.l, c_thumb1.l, spine_01.x, shoulder.r). The rig includes IK/FK switching on the arms and legs, finger controls, spine/shoulder controls, and facial control bones (eyelid reference bones). The armature/root object is named player rig_rig.

Bones

770 joints in total, per the GLB skin definition. An exact breakdown by body region was not separately itemized.

Animation

No animation clips are present. The GLB file's animations array is empty. The character is rigged but not pre-animated.

Shape Keys / Blendshapes

None found in the inspected files.

UV

UV coordinate data is present in the OBJ export (34,890 UV coordinates referenced), consistent with the texture maps being correctly assigned per material slot.

Scale and Orientation

Not verified; no reliable real-world scale or export-axis information could be confirmed from the included files.

Import Workflow

  • Open Bascket Player.blend in Blender to access the full rig, materials, and packed textures.
  • For a game engine or another DCC application, import Bascket Player.fbx or Bascket Player.glb, both of which carry the skin/joint data.
  • Use Bascket Player.obj with Bascket Player.mtl for a static, unrigged mesh; assign the textures from textures.zip manually if they don't load automatically.

Customization

Materials are split by body part and outfit piece (13 slots), so individual elements (jersey, shorts, shoes, skin, face) can be recolored or re-textured independently. The IK/FK rig allows repositioning the character into new poses.

Troubleshooting

If textures appear missing after importing the OBJ or FBX into another application, relink them manually using the files in textures.zip; the .mtl file expects them in a textures/ subfolder relative to the OBJ.

$4$2.80

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Details
Published 3 days ago
Blender Version 2.6x - 5.2
Render Engine Used Cycles, Eevee, Freestyle
Misc Data Rigged, Textured
License Royalty Free