
Fantasy Modular Cubic Character Male With Facial Animations (Early Access)
Nakshatra Studios
$13.99
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Low-poly male character with swappable Beard, Boots, EyeBrows, Face, Gloves, Hair, Helmet, Hip, and Torso; smooth facial animations via a mood parameter; preset save/load; and material tinting.Fantasy Modular Cubic Character – Male (With Facial Animations) [Early Access]Bring your stylized worlds to life with this fully modular, low-poly male character system. Swap between multiple variants of Beard, Boots, EyeBrows, Face, Gloves, Hair, Helmet, Hip and Torso with the click of Prev/Next buttons or randomize everything in one go. Save and recall your favorite combinations with the built-in preset manager.Facial expressions are driven by a clean “mood” parameter (0 = Angry … 8 = Laughing) via the MoodController script and a dedicated FaceRig controller—no messy N×N transitions required. Smooth cross-fades ensure every emotion blends naturally.Customize your look further by tinting any of the shared materials directly in the inspector: change a material’s color once and it updates across all parts that use it. An optional “helmet hides hair” toggle keeps headgear and hairstyles mutually exclusive when you need it.Designed for rapid iteration, this Early Access release will continue to expand with more part variants, enhanced preset options and runtime UI examples. Drop the ModularCharacterMaleRigged prefab into your scene and let your characters shine!Technical DetailsSupported Unity Versions: 2020.3 LTS or laterCore Prefab: ModularCharacterMaleRiggedComponentsAnimator (Controller: Locomotion) – drives full-body movementFaceRigAnimator (Controller: FaceRigController) – one state per facial clipMoodController – sets a single integer mood parameter (0…9) for smooth cross-fadesModularCharacterCustomizer.csPartGroup[] (Beard, Boots, EyeBrows, Face, Gloves, Hair, Helmet, Male_Hip, Torso)Auto-discovers variants under a user-assigned partsRoot TransformInspector UI: Prev/Next per group, Randomize All, Save/Apply named presets with wrap-around buttonsMaterial tinting: deduplicates sharedMaterials across all child Renderers and exposes a ColorField per materialOnValidate scheduling for immediate editor updatesMoodController.csPublic SetMood(int moodValue) or SetMood(Mood moodEnum)Mood values:0 = Neutral1 = Angry2 = Scared3 = Sad4 = Confused5 = Surprised6 = Happy7 = Pleased8 = Laughing9 = GrumpyClamps input to [0…9] and drives Animator.SetInteger("mood", value)Facial Animation ClipsAuthored directly in Unity’s Animation Window, targeting bones under Head: Eye_L/R, Eyebrow_L/R, Eyelid_L/R, Nose, MouthMain → MouthUpper, MouthLower, Teeth, TongueExtensibilityAdd new part groups by extending partGroups[] and matching child names under partsRootExpand facial moods by adding states to FaceRigController and entries to MoodControllerDrop the ModularCharacterMaleRigged prefab into your scene, assign partsRoot, and use the provided UI and APIs for rapid modular customization and expressive facial animations.Textures: 0Texture use: none (materials are flat-tinted; no UVs/texture maps)Triangle count: ~18 000 tris (per full character)Vertex count: ~10 000 – 39 000 verts (across variants)Meshes: 2 (body + head)Prefabs: 13Rigging: full bone + IK rigAnimations: 18 totalLocomotion: walk, run, idle, etc.Facial (MoodController): 10 states (0=Neutral, 1=Angry…9=Grumpy)UV mapping: none required (no textures)LODs: noneMaterials: Built-in Standard shader (flat color only)