A French-pattern guillotine in weathered oak with a working mechanism: pull the side lever, the pincer's two jaws open and the weighted blade drops down its brass-lined grooves; haul the rope over.A game-ready guillotine built the way the machine was: 4.3 m oak uprights standing on ground sills with iron foot straps, braced front and back, a crossbeam screwed onto their tops, and a brass-lined groove down each upright's inner face.The mouton is a forged weight whose runners ride in the grooves, with a slanted blade bolted to its face by three bolts and a honed edge. It hangs from a two-jaw iron pincer under the crossbeam. The side lever opens the jaws through a rod up the post and a bell crank, and the mouton falls onto leather buffers just above the lunette. A rope from its eye runs up through the crossbeam, over a grooved sheave in cheek plates, to a free end with a stopper knot: it pays out as the blade falls and is hauled down to raise it again, when the jaws catch it and the lever resets.The lunette is two iron-banded boards with the neck hole cut through both; the upper board slides up its grooves. Behind it the bascule, a strapped plank, turns on a pin from upright to flat on its table. The coopered bucket stands in front.Rigged on 11 bones (mouton, both pincer jaws, lever, lunette board, bascule, rope end, bucket bail and two sockets) so you can drive any part yourself. Sockets mark the neck in the lunette (socket_neck) and the body on the bascule (socket_lie).You get:• One skeletal mesh, rigged on 11 bones: 57,836 triangles, 29,282 vertices, real-world scale (100.9 x 292.2 x 462.7 cm)• 4 animations, in place (listed below)• Unreal Engine 5.8 project: SK_Guillotine; 4 animation sequences (AS_); Blueprint BP_Guillotine with events Drop, Raise, TiltBench, OpenLunette, Interact; physics asset PHYS_Guillotine; 1 materials and 2 material instances; 3 textures (4096 x 4096); overview map L_Guillotine_Overview showing every asset• Unity 6+ package (.unitypackage): 1 prefab, the ExaroMechanism script to play the clips, 2 Standard-shader materials, 4 textures (4096 x 4096) and a demo scene• FBX: the mesh plus one FBX per animation, with 3 baked PBR textures (4096 x 4096)• GLB (glTF 2.0) with every animation embedded and its textures packedAnimations:• BladeDrop: Pulls the release lever: the iron pincer opens and the blade falls (about 0.7 s), paying the hoist rope out over the pulley (1.2 s)• BladeRaise: Hauls the hoist rope: the blade rises, the pincer catches it at the top and the lever resets (4.0 s)• BenchTilt: Swings the strapped bascule plank from upright down to flat on its table (2.5 s)• LunetteOpen: Slides the lunette's upper board up its grooves to open the neck hole (1.0 s)Rigged: Yes (Generic rig, 11 bones)Rigged to Unity skeleton: NoIf rigged to the Unity skeleton, IK bones are included: NoAnimated: YesNumber of Animations: 4Animation types (Root Motion/In-place): In-placeNumber of characters: 0Vertex counts of characters: 0Number of Shaders and Materials: 0 custom shaders (Built-in Standard), 2 materialsNumber of Textures: 4Texture Resolutions: 4096 x 4096Supported Development Platforms: Windows: Yes, Mac: No (not tested)Documentation Link: NO (README.txt inside the package)Important/Additional Notes: Built-in render pipeline; URP/HDRP via Window > Rendering > Render Pipeline Converter. No package dependencies.An AI agent wrote the build plan (shapes, proportions, materials, rig and clips) that Exaro Studio's own procedural tools turned into geometry, UVs, baked textures and animation in Blender. No generative image or 3D model output was used; every mesh and texture is made by our tools and checked by a person before release.




