Rigged, animated orc shieldguard with a sword and shield for fantasy games: Humanoid rig, 9 in-place animations, Animator Controller, URP, demo scene.A heavily armoured orc in dark iron plates, a spiked pauldron and riveted greaves, a round wooden shield with an orc-skull emblem - a shield-bearing tank, ready to drop into your game as an enemy, an NPC or a boss's guard.What's insideThe Orc Shieldguard character, rigged as a Unity Humanoid (Mecanim)A one-handed sword and a round shield, held in the right hand and on the left forearm - separate objects you can remove or swap, each also its own prefab9 animations, in place, 30 fps:Idle - guard stance, the shield up, loop (2.50 s)Walk - in place, loop (1.33 s)Run - in place (clip name: Move), loop (0.93 s)Attack - a one-handed swing: a held wind-up, the blow lands at about 1.47 s, the shield kept up (2.57 s)Block - the shield raised to take a blow (0.83 s)Shield Bash - a lunge behind the shield (clip and trigger name: Bash) (1.10 s)Hit - a quick flinch (0.33 s)Die - falls on its back and stays down (2.40 s)Victory - a celebration, both arms raised, sword and shield in hand (4.00 s)An Animator Controller ready to use: Idle / Walk / Run blended by a Speed parameter; Attack, Hit, Victory, Die, Revive, Block, Bash triggersPrefabs, URP Lit materials and a demo scene with a button for every animationHumanoid rigPlay your own humanoid animations (Mixamo, other Asset Store packs) on the orc, and the orc's animations on your other humanoids.Part of the Orc seriesOrc Warrior, Orc Blademaster, Orc Shaman - the same style, scale, rig and controller, made to fight side by side.Character: 21,999 triangles, 14,413 vertices, one mesh, one materialSword and shield: 1,710 + 5,842 triangles, one materialHeight 2.2 m (1 unit = 1 m), pivot at the feetTextures (PNG, 2048 x 2048): Base Color, Normal, Metallic/Smoothness - for the character and the sword and shieldRig: Humanoid (Mecanim), 65 bones; finger bones present but not animated (closed fists); no facial bones9 animations (Idle, Walk, Run, Attack, Block, Shield Bash, Hit, Die, Victory), in place, 30 fpsRender pipeline: URP. Built-in: switch the materials to Standard (see the Readme)Documentation: Readme.md; third-party notice: Third-Party Notices.txtLimitations: The armour plates are skinned to the body, so they stretch a little in the most extreme poses. The fists are modelled closed round the grip and the shield's strap; the fingers don't move. No facial animation, no LODs.This asset was created with the aid of AI tools. The concept art was generated with OpenAI image models; the 3D character model, its textures and the sword and shield model were generated with Tripo AI. The animations are not AI-generated: they come from Quaternius's Universal Animation Library (CC0 1.0, credited in Third-Party Notices.txt). The publisher then fitted a skeleton to the model and skinned it in Blender, placed the sword and shield in the hand, edited every clip (arm and wrist turns so that the sword and shield and the arms never pass through the body, retiming, clips joined), and set everything up in Unity (Humanoid avatar, URP materials, Animator Controller, prefabs, demo scene), checking every frame of every clip.




