Fine controllers are available to make it easier to create postures and animations. The features are as follows:
CTR_root controls the entire model.
MCH_spine_a.003 and CTR_gravity control the torso.
CTR_spine_roll_a, CTR_spine_roll_a, CTR_spine_roll_b, CTR_spine_roll_c and CTR_spine_roll_d are FK controllers of body.
CTR_spine_stretch_B is the controller of the latter spine; its customized attribute—TailFollow/NOFollow_ROTA controls whether the tail rotates following the torso.
CTR_spine_F is the controller of the former spine; its customized attribute—NeckFollow/NOFollow_ROTA controls whether the neck rotates following the torso.
CTR_spine_stretch_M is the controller of the middle spine.
CTR_neck_rool_a.001, CTR_neck_rool_a, CTR_neck_rool_b and CTR_neck_rool_c control the neck.
CTR_head controls the head; its customized attribute—HeadFollow/NOFollow_ROTA controls whether the head rotates following the parent controller.
CTR_chin_a and CTR_chin_b control the lower jaw.
CTR_eyeball.rool, CTR_eyeball.001.L, CTR_eyeball.001.R, CTR_eyeball.L and CTR_eyeball.R control the movement of eyes.
CTR_Eyelid_U.008.L, CTR_Eyelid_U.009.L, CTR_Eyelid_U.008.R and CTR_Eyelid_U.009.R control the movement of eyelids.
CTR_scapular.001.L, CTR_scapular.001.R, CTR_hip.L and CTR_hip.R control the shoulder and hip bone.
CTR_Foot_F.L, CTR_Foot_F.R, CTR_Foot_B.L and CTR_Foot_B.R are the IK controllers of the limbs.
CTR_Paw oac_F.L, CTR_Paw oac_F.R, CTR_Paw oac_B.L and CTR_Paw oac_B.R control the extension and flexion of the toes, and the systole and stretch of the nails. Its customized attribute—IK_FK_change controls the switch of IK/FK of the legs, which is non-seamless; Limit_IK_Stretch controls the stretch limit of the legs in IK mode.
There are more finer controllers of the toes, which will help you in highly detailed animations.
CTR_Knee_F.L, CTR_Knee_F.R, CTR_Knee_B.L and CTR_Knee_B.R control the orientation of the knees in IK mode.
CTR_tail_a.002, CTR_tail_a.001, CTR_tail_b.001 and CTR_tail_c.001, etc are FK controllers of the tails.
There is a facial control system to control facial expressions, and a facial UI to easily create facial animations.
CTR_blink.R and CTR_blink.L control the winking; CTR_fierce.R, CTR_fierce.L and CTR_lip.001 control the movement of the upper lip; CTR_lip controls the movement of the nose; CTR_mouth controls the movement of the lower jaw; CTR_laugh and CTR_fury control facial expressions.
Loopable running animation at 30 fps, Frame range 0-12
Unlooped lying animation at 30 fps, Frame range 0-230
Loopable walking animation at 30 fps, Frame range 0-270
The model is in meter units at real-world scale.
The rigged version is in the initial pose, previews are just for display.
To run quickly, the fur is hidden. You can enable the Display if needed.
The model can be rendered in the current project, without any other adjustment.