Stylized Blue Ninja Warrior With Katana

Salman Animator in Weapons & Armor


Blue Muscular Ninja 3D Model, Rigged Documentation 


Stylized muscular ninja 3D character with a blue/navy costume, wrapped bandages, face mask, gold kanji chest emblem, and two separate swords. The model includes an Auto-Rig Pro control rig, IK/FK controls, detailed hand and facial controls, 6 shape keys, 15 named FBX pose/animation clips, and 4 export formats: Blender, FBX, OBJ, and GLB.

The package includes 8 materials and 12 PNG textures, with 2048×2048 maps for the character materials and 1024×1024 maps for the sword. The GLB includes embedded textures, rigging, and shape keys, while the FBX contains the 15 named animation/pose clips.


Key Features

  • Stylized muscular blue/navy ninja character

  • Wrapped bandages, face mask, and gold kanji chest emblem

  • Separate katana and tanto/wakizashi geometry

  • Independent 2-bone sword rig

  • Auto-Rig Pro control rig

  • IK/FK controls for arms and legs

  • Full five-finger hand controls

  • Detailed facial control rig

  • 667-joint main character skin

  • 2-joint sword skin

  • 6 verified shape keys

  • 15 named FBX animation/pose clips

  • 8 materials

  • 12 PNG texture maps

  • 2048×2048 character textures

  • 1024×1024 sword textures

  • Blender, FBX, OBJ+MTL, and GLB formats

  • 26 supplied marketing renders


Included Formats

Format Included Main Content
BLEND Yes Full Blender source scene with meshes, materials, rig and editable setup
FBX Yes Mesh, skin, rig, 6 blend shapes and 15 named animation/pose clips
GLB Yes Mesh, rig, 6 shape keys and embedded textures; no animation clips
OBJ + MTL Yes Static mesh and material definitions; no rig or animation
Textures ZIP Yes 12 standalone PNG texture maps

Important Format Difference

FBX is the recommended format when you need the rig and the included 15 animation/pose clips.

GLB is useful when you want embedded textures together with the rig and shape keys, but the GLB contains 0 animation clips.

OBJ is a static mesh export and does not contain the character rig, skinning, animation, or shape keys.


Materials

The model contains 8 verified materials:

  1. body — body/skin geometry

  2. cloths — costume cloth

  3. belt and shes — belt, sash and wrap geometry

  4. eyebrow — eyebrow geometry

  5. eyes — eye geometry

  6. teeth — upper and lower teeth

  7. tong — tongue

  8. ninjato_sword — katana/tanto geometry

The exported GLB materials use the standard glTF PBR workflow.

The character materials use Base Color and Normal maps where supplied. The sword material uses diffuse/base color, metallic and roughness data.

The teeth and tong materials use solid colors rather than supplied texture maps.


Textures

The package includes 12 PNG textures.

Character Textures — 2048×2048

  • body_Base_Color.png

  • body_Normal_OpenGL.png

  • cloths_Base_Color.png

  • cloths_Normal_OpenGL.png

  • belt and shes_Base_Color.png

  • belt and shes_Normal_OpenGL.png

  • eyebrow_Base_Color.png

  • eyebrow_Normal_OpenGL.png

  • eyes_Base_Color.png

Sword Textures — 1024×1024

  • ninjato_sword_1_diffuse.png

  • ninjato_sword_1_metallic.png

  • ninjato_sword_1_roughness.png

The normal maps are supplied in the OpenGL convention.

No separate Ambient Occlusion, Height/Displacement, Emission, or Opacity/Mask texture maps were found.

In the GLB, the sword metallic and roughness information is packed according to the standard glTF metallic-roughness workflow. The standalone ZIP provides metallic and roughness as separate PNG files.


Rig

The main character uses an Auto-Rig Pro (ARP) armature.

The main skin contains 667 unique joints, including the exported control and deform hierarchy.

The rig includes:

  • IK/FK arm controls

  • IK/FK leg controls

  • Spine controls

  • Neck and head controls

  • Tail controls

  • Five-finger hand controls

  • Thumb, index, middle, ring and pinky controls

  • Arm and forearm twist/stretch chains

  • Thigh and lower-leg twist/stretch chains

  • Eyelid controls

  • Eyebrow controls

  • Lip controls

  • Jaw controls

  • Cheek controls

  • Ear controls

  • Nose controls

  • Tongue controls

The swords use a separate 2-bone sword rig containing Bone and Bone.001.

The exact deform-bone versus controller-bone breakdown cannot be determined from the exported GLB alone.


Bones

The main rig contains 667 joints in the exported skin.

Major groups include:

  • Root and spine hierarchy

  • Neck and head

  • IK/FK arms

  • IK/FK legs

  • Arm and forearm twist/stretch chains

  • Thigh and leg twist/stretch chains

  • Full finger chains

  • Tail chain

  • Eyelid controls

  • Eyebrow controls

  • Facial lip controls

  • Jaw and cheek controls

  • Ear and nose controls

  • Tongue controls

The sword rig contains 2 bones.


Animation

The FBX contains 15 named animation/pose clips:

  1. Target_Empty|hand 1

  2. Target_Empty|hand 2

  3. Target_Empty|hand 3

  4. Target_Empty|hand 4

  5. Target_Empty|hand 5

  6. Target_Empty|hand 6

  7. Target_Empty|hand 7

  8. Target_Empty|hand 8

  9. Target_Empty|hand 9

  10. Target_Empty|hand 10

  11. Target_Empty|hand punch

  12. Target_Empty|rig_blink_top

  13. Target_Empty|rig_blink_bot

  14. Target_Empty|rig_fist

  15. Target_Empty|rig_fist.001

These include hand poses, a punch pose, blink-related facial poses, and fist poses.

Exact frame ranges, keyframe counts, and FPS were not verifiable from the supplied file-level inspection, so they are not claimed here.

GLB Animation Note

The GLB contains 0 animation clips.

The GLB is therefore a static export with the rig, skinning, shape keys and embedded textures, while the FBX should be used when the included animation/pose clips are required.


Shape Keys / Blend Shapes

Six shape keys were verified in both the FBX and GLB:

  • left eye

  • right eye

  • Key 1

  • Key 3

  • Key 4

  • Key 5

Five are associated with the main head/body mesh and one with the belt/cloth mesh.

The generic Key names do not provide enough information to safely assign specific expressions or functions. Their exact visual effects should be checked directly in Blender or the target application.


UV

The exported model uses a single UV channel:

  • TEXCOORD_0 — present

  • TEXCOORD_1 — not present

  • Additional UV channels — not found

  • UDIM workflow — not found

The OBJ export contains 17,588 UV coordinate entries.

UV overlap and packing efficiency were not independently evaluated.


Geometry

The GLB contains 37,220 vertices and 59,365 triangles across the verified visible product meshes.

The geometry includes the character body and costume, head and mask components, eyes, teeth, tongue, katana, tanto, and sword grip/guard components.

The supplied wireframe renders show predominantly quad-based construction on the main body/costume areas.

No LOD variants, geometry-node setups, or particle systems were found in the supplied exported files.

The OBJ reports 29,154 vertex records and 28,474 face records. These values are not directly interchangeable with the GLB counts because the two export formats represent and split geometry differently.


Dimensions & Scale

The raw OBJ bounding box is:

  • X: 3.059 units

  • Y / Height: 4.150 units

  • Z / Depth: 1.578 units

The supplied files do not specify a verified real-world unit scale.

Therefore, the model should not be advertised as having a confirmed real-world height in meters. Check the scene/import scale against your project before production use.


Import & Setup

Blender

  1. Open musculer ninja.blend directly in Blender.

  2. Check the Shading workspace if textures are missing.

  3. Locate the Target_Empty main armature.

  4. Locate the separate sword rig.

  5. Enter Pose Mode to work with the rig.

  6. Use the FBX when the included animation/pose clips are required.

The supplied metadata identifies Blender 4.5.5 LTS as the export application. The .blend header reports the internal marker BLENDER-v402.

FBX

  1. Import musculer ninja.fbx.

  2. Enable animation import if available.

  3. Check the imported scale.

  4. Verify the Target_Empty character rig.

  5. Verify the separate sword rig.

  6. Check material and texture paths.

  7. Preview the 15 available clips.

FBX format version 7.4 / 7400 was verified.

OBJ

  1. Import musculer ninja.obj.

  2. Keep musculer ninja.mtl in the same location.

  3. Extract textures.zip.

  4. Manually assign the required texture maps.

  5. Note that the OBJ contains no rig, skin, animation or shape keys.

Only the eyes material contains a texture reference directly in the supplied MTL. The other material texture assignments may need to be recreated manually.

GLB

  1. Import musculer ninja.glb into a glTF-compatible application.

  2. Textures are embedded in the GLB.

  3. The main character skin and sword skin are included.

  4. The 6 shape keys are included.

  5. No animation clips are included.


Customization

The supplied files allow several forms of customization:

Materials & Colors

Edit the 8 supplied materials and their available texture maps.

Textures

Replace or repaint the supplied PNG maps while maintaining the required material connections.

Posing

Use the Auto-Rig Pro control rig to reposition the character.

Facial Controls

The facial rig provides controls for eyes, eyebrows, lips, jaw, cheeks, ears, nose and tongue.

Shape Keys

Adjust the 6 supplied shape keys where supported by the target application.

Animation

The 15 FBX clips can be previewed, edited or used as starting poses/animation data.

No additional clothing systems, alternate character variants, or extra texture sets were found in the supplied package.


Texture & Material Workflow

The texture package is supplied separately as textures.zip, while the GLB contains embedded texture data.

For OBJ:

  • Keep the OBJ and MTL together.

  • Extract the texture ZIP.

  • Assign the corresponding Base Color and Normal maps manually where required.

  • The MTL currently provides a texture reference for eyes; the other 7 materials may require manual setup.

For FBX:

  • Check texture paths after import.

  • Relink the PNG files if the importing application does not automatically find them.

For GLB:

  • Texture data is embedded.

  • External texture relinking should normally not be necessary.

The supplied normal maps use the OpenGL convention. If your target pipeline expects DirectX normal maps, the green channel may need to be inverted.


Animation & Rig Workflow

For animation work, use the FBX export.

  1. Import the FBX with animation enabled.

  2. Locate the 15 named clips.

  3. Preview the clips in the animation editor.

  4. Select Target_Empty for the main character rig.

  5. Use the IK/FK controls for arms and legs.

  6. Use finger and facial controls for detailed posing.

  7. Use the separate sword rig when independently controlling the sword geometry.

  8. Edit or re-bake animation as required by your pipeline.

Exact frame ranges and FPS should be checked after importing because they were not reliably recoverable from the supplied binary inspection.


Troubleshooting

Textures are missing in OBJ

This is expected for most OBJ material assignments. Extract textures.zip and manually assign the correct maps to the materials.

Textures are missing in FBX

Check the imported material paths and relink them to the supplied PNG files if necessary.

GLB has no animation

This is expected. The GLB contains 0 animation clips. Use the FBX for the 15 included clips.

Rig is not behaving as expected

Make sure you are working with the correct armature:

  • Target_Empty — main character and facial rig

  • sword rig — separate sword rig with 2 bones

Model scale is incorrect

The supplied files do not specify a verified real-world unit scale. Adjust the import scale to match your project.

Materials look different

The exported formats may interpret PBR channels differently. Recheck Base Color, Normal, Metallic and Roughness connections in your target application.

OBJ looks unrigged

That is expected. OBJ is supplied as a static mesh and does not contain the character rig, skinning or animation.


Compatibility

The package includes standard:

  • Blender

  • FBX 7.4

  • OBJ + MTL

  • glTF 2.0 / GLB

Any application supporting these formats may be able to import the corresponding file, but rigging, animation, shape-key and material support can vary between applications.

No specific game engine or external DCC application was independently tested with this asset, so compatibility should be understood as format-based rather than application-specific tested compatibility.

No engine-specific project files such as Unity packages, Unreal assets, or Godot project files are included.


Known Limitations

  • Animation clips are available in FBX but not in GLB.

  • OBJ contains no rig, animation, skinning or shape keys.

  • OBJ/MTL directly links a texture for only the eyes material.

  • Other OBJ materials may require manual texture assignment.

  • Exact FBX animation frame ranges and FPS were not verified.

  • Real-world model scale is not specified.

  • Several shape keys use generic names.

  • No LOD variants were found.

  • No additional UV sets or UDIMs were found.

  • No engine-specific setup files are included.

  • No standalone README or PDF documentation is included.




$4

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Details
Published 1 day ago
Blender Version 2.6x - 5.2
Render Engine Used Cycles, Eevee, Freestyle
Misc Data Rigged, Textured
License Royalty Free