A stocky crimson juggernaut guardian — dome head sunk between huge cream-rimmed pauldrons, riveted barrel chest, knee-high fists — skinned to a 12-bone rig carrying walk, idle and jump clips.
crimson-bulwark.glb · 3.6 MB · glTF 2.0 — skinned 12-bone rig, three baked clips (walk · idle · jump), embedded textures
The studio’s character pipeline binds every body part rigidly to one bone — joint spheres sit on the bone pivots so nothing pulls apart when posed. This piece is the first to re-author the whole part-and-bone table for a new body type: a squat juggernaut with a head dome sunk between the pauldrons, knee-high fists and stubby legs. The jump clip is the studio’s first with root-motion keys on the spine bone.
40+ primitives joined into a single subdivided mesh — 33,725 verts after a decimate pass — so the skin deforms as one surface, not an assembly.
Per-part vertex groups, weight 1.0 to exactly one bone; zero unweighted vertices at export, so no engine collapses parts to the origin.
Heavy walk (24f), idle sway (24f) and a jump (20f) with crouch, launch, tuck and landing keyed on the spine’s location — playable straight from the .glb in three.js or Unity.
This asset comes from the studio’s own showcase runs. An AI agent generated the concept sheet, then recreated it entirely in code (Blender’s Python API) on the studio’s skinned-character recipe — rigid per-bone weights, baked animation clips — and rendered it with headless Blender. Zero downloaded assets; every vertex, texture and keyframe is authored by code.