Stylized Basketball Player Rigged
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.blendin Blender to access the full rig, materials, and packed textures. - For a game engine or another DCC application, import
Bascket Player.fbxorBascket Player.glb, both of which carry the skin/joint data. - Use
Bascket Player.objwithBascket Player.mtlfor a static, unrigged mesh; assign the textures fromtextures.zipmanually 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.