A customizable anthropomorphic character, using quality art and advanced driver setups which allow for full customization through the armature. Highlights include:
The physical appearance can be customized in great detail, using nothing but the armature! Certain bones control the shape, such as the form of the ears or the body fatness. Thanks to the power of shape keys and bone constraints, you can ultimately shape the character into different species (fox, wolf, cat, rabbit, etc).
Customizable colors: There are bones which control the coloring of various body parts. This is achieved by using drivers and special node groups for material nodes, which convert the rotation of 3 bones into 3 color values. Feel free to hack and reuse this setup for your own models!
Particle fur and hair, with customizable length and roughness. Since version 1.1, particle hair can also be posed using a special armature.
An optional "touch" controller based on Cast modifiers. This can be used to simulate deformations or bulges on the model, for example if an object is firmly pressing over the body (similar to a pillow). Only enabled on soft materials, so this won't deform metals or armor but will deform cloth and the skin. There is only one such cube due to obvious limitations.
Many clothing styles, inherited from the original model. Clothes obey all customizable traits, so they will work with any settings such as fatness or digitigrade legs. Particle fur is disabled under clothes, which means hairs won't poke through them and there are no invisible particles wasting memory and render time.
Internal models for a full digestive system. They're seamlessly linked to the mouth and correctly positioned inside the body mesh, while also being self animated. The camera can for instance be animated to offer a full tour through the body.
Instructions: To add the character to your scene, simply link one of the outfit groups from this file then make the armature a proxy so it can be animated. Note that the file must be loaded as trusted, otherwise some special bones will not work! Customization instructions below.
License: This model is licensed CC-BY-SA 4.0 as follows: LittleDragon and CharleyFox created the original models and textures. Mikiel2171 ported the model to Blender, rigged it, and made other improvements. MirceaKitsune made further modifications, such as the special bones and traits. You are free to use and share this work as long as you credit all of the authors mentioned.
Note: Since the model aims for completion and offering all possible features, there is nudity including optional male bits. They are hidden by default and require a special bone to enable. If you wish to avoid seeing them, do not use the trait bone that morphs gender, or use one of the full outfits.
v1.1 (20-04-2015): Particle hair can now be posed, using a special armatature and a lattice! Added a new trait which controls the shape of the stomach and offers a more realistic anatomy. The eyes may be posed independently, including rotation and pupil dilation. Traits have been separated into their own armature to minimize clutter. Other tweaks and fixes to the armatures and materials.
v1.2 (31-05-2015): Make hair bend accordingly when the head is rotated. Disable particle physics entirely, use force fields in your scene to get simple wind instead. Use skin material for the body and rely exclusively on hair particles for fur, improving realism. Use a displacement texture to detail the internals and body (simulates muscles). Greatly reduce file size by removing duplicate fur styles (particle combing), although fur is no longer hidden under clothes now. Fix other problems discovered during practical use.
v1.3 (12-10-2015): Extra detail to the mouth and internal mesh. Greatly improved most body materials. Edited fur length for various body parts in the particle editor. Added a new color bone for flesh, allowing the color of the gut to be customized. Viewport material colors now follow their respective color bones, making it easier to preview colors. Fix several minor issues discovered during practical use.