Rigged, animated orc shaman with a staff for fantasy games: Humanoid rig, 7 in-place animations, Animator Controller, URP, demo scene.A grey-green orc storm caller with pale-blue lightning war paint, long white braids, a wolf pelt over the shoulders, a bone necklace and a leather kilt - a spellcaster, ready to drop into your game as an enemy, an NPC or a boss's guard.What's insideThe Orc Shaman character, rigged as a Unity Humanoid (Mecanim)A gnarled staff topped with a ram skull and a glowing crystal (1.85 m), held in the right hand - a separate object you can remove or swap, also its own prefab7 animations, in place, 30 fps:Idle - standing, the staff upright at his side, loop (2.50 s)Walk - in place, loop (1.33 s)Run - in place (clip name: Move), loop (0.93 s)Attack - a spell cast off the free left hand: raise, release at about 0.6 s, recover; the staff stays upright (1.53 s)Hit - a quick flinch (0.33 s)Die - falls on its back and stays down (2.40 s)Victory - a celebration, the free fist raised, the staff kept upright (4.00 s)An Animator Controller ready to use: Idle / Walk / Run blended by a Speed parameter; Attack, Hit, Victory, Die, Revive 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 Shieldguard - the same style, scale, rig and controller, made to fight side by side.Character: 19,318 triangles, 26,229 vertices, one mesh, one materialStaff: 4,840 triangles, one materialHeight 2.1 m (1 unit = 1 m), pivot at the feetTextures (PNG, 2048 x 2048): Base Color, Normal, Metallic/Smoothness - for the character and the staffRig: Humanoid (Mecanim), 65 bones; finger bones present but not animated (closed fists); no facial bones7 animations (Idle, Walk, Run, Attack, 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 wolf pelt and the braids are skinned to the body (no cloth or hair simulation), so they stretch a little in the most extreme poses. The Attack is a one-handed cast: spawn your spell's effect at the left hand (bone `hand_l`). The fists are modelled closed; the staff runs through the right one; 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 staff 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 staff in the hand, edited every clip (arm and wrist turns so that the staff 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.




