Stylized Cartoon Butcher Character
What file formats are included, and does every format contain the same thing?
No.
butcher.blend (Blender 4.0) contains the rigged character (739-bone armature) but not the chainsaw. The FBX, OBJ and GLB exports (produced 2026-09-12) all include the chainsaw as a separate object/mesh. FBX and GLB both carry skin/joint (rig) data; OBJ has no rig support at all, by format design. See the Formats table above for exact per-format contentsIs the chainsaw a separate object or fused to the character?
The chainsaw is a separate object shown beside the character in every render, so it can be posed, parented to a hand or hidden on its own. Note the bar carries the text "Rescue3D Assets"; confirm its licensing before commercial use.
Is the character animated, and will the rig work in a game engine?
The character ships rigged (739 bones, Auto-Rig Pro naming/IK-FK convention) but not animated — no Action, AnimStack keyframes, or glTF animation clips exist in any supplied file. For a game engine, the FBX and GLB both include skin/joint data, making them the practical import path; the Auto-Rig Pro style control rig includes many non-deforming control and reference bones beyond what most engines need, so expect to bake/retarget to your engine's own skeleton rather than using all 739 bones directly.
Are there shape keys or blendshapes for facial expressions?
No — the .blend file was inspected directly and contains zero Key (shape-key) datablocks. Facial expression is achievable only through the rig's dedicated facial bone group (roughly 291 of the 739 bones relate to jaw/eyelid/lip/cheek naming), not through blendshapes.
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