Skinny Ninja Stylized Rigged 3D Character

Salman Animator in Humans


Documentation

1. Overview

The Skinny Ninja is a stylized lean character designed for posing, animation, rendering, and character-based 3D projects.

The package includes a full character rig with facial and hand controls, six PBR materials, multiple texture maps, 14 short pose actions, and several export formats.

Included formats are Blender, FBX, GLB, OBJ/MTL, source PNG textures, and a glTF JSON scene reference.


2. Key Features

  • Stylized skinny ninja character with a lean silhouette

  • Full 711-joint character rig

  • Auto-Rig Pro-style control naming and custom rig widgets

  • Approximately 268 facial control bones

  • Approximately 128 hand/finger-related bones

  • 14 stored actions: 12 hand poses and 2 fist poses

  • 6 PBR materials

  • 7 PNG textures at 2048×2048

  • 15 skinned character mesh parts

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

  • 26 production renders across two render sets

  • Beauty, clay/sculpt, and wireframe/topology views


3. Included Files

Main Files

  • skinny ninja.blend — Blender source scene

  • skinny ninja Inspired.fbx — Rigged/skinned FBX export

  • skinny ninja Inspired.glb — Rigged GLB with embedded textures

  • skinny ninja Inspired.obj — Static OBJ mesh

  • skinny ninja Inspired.mtl — OBJ material definitions

  • textures.zip — 7 PNG texture maps

  • glb_json.json — glTF scene/data reference

The renders include beauty, clay/sculpt, and wireframe/topology views from different angles.

No README, PDF, or separate written documentation file was included.


4. File Formats

Format File Purpose
Blender .blend Full source scene, rig, meshes, materials, and actions
FBX .fbx Rigged/skinned character workflow
GLB .glb Self-contained rigged character with embedded textures
OBJ + MTL .obj + .mtl Static mesh workflow
PNG textures.zip Source texture maps
JSON glb_json.json glTF scene/data reference

The OBJ is static and contains no armature or animation data.

No DAE, ABC, USD/USDC, MAX, MA, MB, or STL files were found.


5. Materials

The asset contains six PBR metallic-roughness materials:

Material Use Base Color Normal
cloth Clothing cloth_Base_Color.png cloth_Normal_OpenGL.png
mask Face mask mask_Base_Color.png mask_Normal_OpenGL.png
body Body/skin body_Base_Color.png body_Normal_OpenGL.png
eyes Eyes eyes_Base_Color.png None
teeth Teeth Flat color None
tong Tongue Flat color None

Metallic is 0.0 for all six materials.

Roughness values are:

  • Cloth: 0.573

  • Mask: 0.541

  • Body: 0.5

  • Eyes: 0.5

  • Teeth: 0.5

  • Tongue: 0.5

The teeth use a flat light-gray color, while the tongue uses a flat dark-red color.

No transparent or emissive materials were found in the inspected GLB data.


6. Textures

The package contains seven PNG textures, all at 2048×2048:

  • cloth_Base_Color.png

  • cloth_Normal_OpenGL.png

  • mask_Base_Color.png

  • mask_Normal_OpenGL.png

  • body_Base_Color.png

  • body_Normal_OpenGL.png

  • eyes_Base_Color.png

The cloth, mask, and body materials use Base Color and Normal maps.

The eyes use only a Base Color texture.

No separate Roughness, Metallic, AO, Height/Displacement, Emission, or Opacity maps were found.

The Normal_OpenGL naming comes from the supplied filenames and glTF assignments; the channel orientation was not independently verified from the image pixels.


7. Rig

The character uses a 711-joint skeleton named skinny ninja rig_rig.

The naming structure includes c_ controls, cs_ custom-shape widgets, .l / .r side suffixes, .x center controls, and reference-bone naming. This matches an Auto-Rig Pro-style naming structure, although the rig type itself was not explicitly identified in the exported files.

The rig includes both IK and FK control naming, including leg IK, foot-pole, thigh FK, leg FK, and toe FK controls.

The package also contains custom control-shape meshes used as viewport rig widgets. These are separate from the visible character geometry.


8. Bones and Controls

The verified skeleton contains:

  • 711 total joints

  • Approximately 268 facial control bones

  • Approximately 128 hand/finger-related bones

  • 16 spine-related bones

  • Multiple root and master controls

Facial controls cover areas such as:

  • Eyes

  • Eyelids

  • Eyebrows

  • Cheeks

  • Jaw

  • Lips

  • Nose

  • Chin

  • Tongue

  • Teeth

Hand controls cover the thumb, index, middle, ring, pinky, and related finger controls.

The exact deform-bone versus control-bone separation was not independently verified from the supplied exports.


9. Geometry

The GLB contains 15 skinned character mesh parts:

  • Body

  • Secondary body shell

  • Mask

  • Pants

  • 3 belt parts

  • 3 scarf parts

  • Left and right eyes

  • Upper and lower teeth

  • Tongue

Total verified character geometry:

  • 22,346 vertices

  • 39,892 triangles

The rig also contains 39 cs_* control/widget meshes. These are viewport helpers and are not included in the character geometry total.

No LOD meshes were found.


10. Animation

The GLB contains 14 stored actions:

  • hand idle pose

  • hand pose1 through hand pose11

  • rig_fist

  • rig_fist.001

The first 12 actions are single-pose snapshots with one keyframe. The two fist actions contain two keyframes over approximately 0–0.4 seconds.

These are primarily hand and fist poses rather than finished character animations.

No verified walk cycle, run cycle, breathing loop, or other multi-second animation was found.

The actual scene FPS was not independently verified.


11. Shape Keys / Blendshapes

No shape keys, blendshapes, or glTF morph targets were found.

Facial movement is therefore handled through the bone-based facial rig.


12. UV

UV coordinates are present on the textured character meshes.

The cloth, mask, body, and eye materials use UV-based texture mapping.

No UDIM texture setup was identified from the supplied files.

The exact number and names of Blender UV channels were not independently verified.


13. Dimensions and Scale

The GLB bounding box is approximately:

  • X: 2.419 units

  • Y: 5.528 units

  • Z: 1.590 units

The supplied files do not explicitly confirm a real-world meter or centimeter scale.

These values should therefore be treated as exported unit dimensions rather than a confirmed real-world character height.


14. Scene Structure

The GLB contains:

  • 900 scene nodes

  • 54 meshes

  • 15 character meshes

  • 39 rig-control/widget meshes

  • 6 materials

  • 7 textures

  • 1 skin

  • 14 animations

The main armature is skinny ninja rig_rig.

No cameras or lights were found in the GLB scene.

The supplied renders use separate camera and lighting setups and should not be treated as included scene setups.


15. Blender Version

Export metadata identifies:

  • Blender 4.5.5 LTS

  • Khronos glTF Blender I/O v4.5.49

The Blender version was identified from metadata in the supplied FBX, OBJ/MTL, and GLB exports.

The .blend file itself could not be independently opened during inspection, so Blender-internal settings such as modifiers, collections, drivers, and constraints were not verified.


16. Import Workflow

Blender

  1. Open skinny ninja.blend in Blender 4.5 LTS or a compatible version.

  2. Check the character and texture paths.

  3. Locate skinny ninja rig_rig.

  4. Enter Pose Mode and test the controls.

  5. Preview the supplied hand and fist actions.

  6. Customize materials, textures, poses, or animation.

FBX

  1. Import skinny ninja Inspired.fbx.

  2. Check the mesh, skeleton, and skin deformation.

  3. Relink the PNG textures if required.

  4. Check the available pose/action data.

  5. Retarget or create additional animation as needed.

OBJ

  1. Keep the OBJ and MTL together.

  2. Extract textures.zip.

  3. Place the textures in a matching textures/ folder.

  4. Import the OBJ.

  5. Relink textures if required.

OBJ is static and contains no rig or animation.

GLB

  1. Import skinny ninja Inspired.glb.

  2. Check the materials and textures.

  3. Verify the skeleton and skin.

  4. Preview the available pose actions.

The GLB contains embedded textures, so external texture files are not required for normal GLB import.


17. Engine Workflow

FBX and GLB can be used with compatible 3D applications and real-time engines.

Typical workflow:

  1. Import the FBX or GLB.

  2. Check the skeleton and mesh deformation.

  3. Verify material assignments.

  4. Connect or adjust PBR textures if required.

  5. Check scale.

  6. Retarget animation when necessary.

Blender-specific control widgets and IK/FK behavior may not transfer directly to other engines.

No specific engine version or third-party importer was independently tested.


18. Customization

The supplied files allow customization of:

Materials

  • Clothing

  • Mask

  • Body/skin

  • Eyes

  • Teeth

  • Tongue

  • Roughness and metallic values

Textures

The supplied PNG textures can be edited or replaced.

Posing

The rig can be used for custom body, hand, finger, and facial poses.

Facial Controls

The facial bone system can be used to adjust eyes, eyelids, eyebrows, cheeks, jaw, lips, nose, tongue, and teeth.

Animation

New animation can be created using the supplied skeleton and controls.

Shape-key-based facial animation and LODs are not included and would require additional work.


19. Animation Workflow

  1. Open the source .blend or import the FBX/GLB.

  2. Locate the animation/action list.

  3. Preview the 14 supplied hand and fist poses.

  4. Use the existing poses as starting points for new animation.

  5. Add additional keyframes in the Timeline or Dope Sheet.

  6. Export the finished animation through FBX or GLB as required.

The supplied actions are short pose data, not finished performance clips.


20. Rig Workflow

  1. Select skinny ninja rig_rig.

  2. Enter Pose Mode or the equivalent mode in your application.

  3. Use the supplied custom rig widgets where supported.

  4. Pose the character using the available IK/FK and facial controls.

  5. Add keyframes to create animation.

  6. Export through FBX or GLB when required.

The 39 cs_* meshes are visual control helpers and are not part of the visible character model.


21. Texture Workflow

  1. Extract the seven PNG files from textures.zip.

  2. Match each texture to its corresponding material.

  3. Relink missing texture paths after import if required.

  4. Edit or replace textures while maintaining the correct material assignment.

  5. For OBJ, keep the textures inside the expected textures/ folder.

The main textured materials are cloth, mask, body, and eyes.

The teeth and tong materials use flat colors instead of texture maps.


22. Material Workflow

In Blender:

  1. Open the .blend file.

  2. Go to the Shading workspace.

  3. Select the character mesh.

  4. Choose the required material.

  5. Adjust Base Color, Normal, Roughness, or Metallic values.

  6. Preview the result in Material Preview or Rendered view.

For other applications, use the equivalent PBR metallic-roughness material workflow.


23. Troubleshooting

Textures are Missing

For OBJ, extract textures.zip into a textures/ folder beside the OBJ and MTL files.

For FBX, texture paths may need to be relinked manually.

OBJ Has No Rig

This is expected. OBJ is a static mesh format.

Use FBX or GLB for the rigged version.

Rig Controls Are Missing

Blender custom control widgets may not transfer as interactive controls to other applications.

Use the native .blend file for the complete Blender rig experience.

Animation Appears Empty

The supplied animations are only 1–2 keyframes long. They are pose presets rather than long animation clips.

Materials Look Different

Check the six material assignments and reconnect the supplied Base Color and Normal maps where required.

The teeth and tongue intentionally use flat colors without texture maps.

Scale Is Incorrect

The package does not explicitly confirm a real-world unit scale. Adjust the import scale according to your target application's unit system.

FBX Import Issues

Some applications may require manual texture relinking or additional rig/animation setup after FBX import.

GLB Texture Issues

The seven textures are embedded in the GLB. If they do not appear, check that the application supports embedded glTF images correctly.


24. Known Limitations

  • No walk, run, idle-loop, or other long animation clips

  • 14 supplied actions are mainly hand/fist poses

  • No shape keys, blendshapes, or morph targets

  • OBJ contains no rig or animation

  • No separate Roughness, Metallic, AO, Height/Displacement, Emission, or Opacity texture maps

  • No cameras or lights in the inspected GLB scene

  • Real-world scale is not explicitly confirmed

  • Blender-specific rig controls may require additional setup in other applications

  • No Mixamo/Rigify bone-name mapping is included

  • Blender modifiers, drivers, constraints, and collection organization were not independently verified


25. Compatibility Notes

The package provides standard Blender, FBX, GLB/glTF, and OBJ formats.

Applications and engines with compatible FBX or glTF support should generally be able to import the corresponding mesh data. Rigging, animation, materials, scale, and custom controls may require additional setup depending on the application.

No specific third-party engine version or importer was independently tested.


26. Quick Start

Blender

Open .blend → Check Textures → Select Rig → Pose → Test Hand Poses → Customize → Animate → Export

GLB

Import GLB → Check Materials → Check Skeleton → Test Poses → Animate or Retarget

FBX

Import FBX → Check Skeleton → Check Materials → Relink Textures → Retarget/Create Animation

OBJ

Place OBJ + MTL Together → Extract Textures → Import → Relink Textures if Needed


27. Recommended Workflow

Import → Setup → Materials → Rig → Pose → Animation → Customization → Export

  1. Import the FBX or GLB for the rigged character, or OBJ for static use.

  2. Setup the scene and confirm the character meshes are present.

  3. Materials — check the six PBR materials and relink textures when necessary.

  4. Rig — test body, hand, finger, and facial controls.

  5. Pose — use the supplied hand-pose actions as starting points.

  6. Animation — create additional keyframes and animation as required.

  7. Customization — edit materials, textures, colors, and poses.

  8. Export the finished character through FBX or GLB.


28. Important Notes

The technical documentation is based on direct inspection of the supplied FBX, GLB/glTF JSON data, OBJ/MTL, texture archive, and render files.

The .blend file could not be opened during inspection, so Blender-only information such as modifiers, drivers, constraints, collections, and detailed shader-node structure is not presented as verified.

The most complete workflow is the native Blender source file. The GLB is convenient for a self-contained rigged export with embedded textures, while the OBJ is intended for static mesh use.

The asset includes a detailed 711-joint rig and extensive facial and hand controls, but it does not include finished locomotion or long-form character animation.

$4

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Details
Published 9 days ago
Blender Version 2.6x - 5.2
Render Engine Used Cycles, Eevee, Freestyle
Misc Data Rigged, Textured
License Royalty Free