live 3D · Swim clip · drag to turnClownfish
54,480 tris · 3 maps · 12 joints · 9 clips · GLB + FBX
Rigged + animated pack - 12 animals

12 bright, toy-style sea animals that swim and talk, rigged and animated for Unity and Unreal: clownfish, whale shark, hammerhead, leopard shark, zebra shark, bamboo shark, sergeant major, clown triggerfish, Picasso triggerfish, mandarinfish, mackerel and six-banded angelfish. Every animal has the same 9 clips: Swim, SwimFast, Idle, TurnLeft, TurnRight, Talk (mouth chatter), Bite, plus MouthOpenPose and MouthClosedPose so you can layer talking on top of swimming. Each has a jaw bone for a moving mouth. Lip-sync: two sample scripts open the mouth in time with a voice line - a Unity C# component that drives the jaw from an AudioSource's loudness, and an Unreal Python script that bakes a jaw animation from a sound clip. Both were tested with a test audio clip in batch mode (jaw follows loudness, stays shut in silence, never opens past its limit); live audio playback in a running game was not tested. Each animal: one skinned mesh of about 52-58k triangles (660,676 total), 10-12 bones, three 2048 px textures (base colour, normal, ORM), 1 m nose to tail, clips in place (no root motion). GLB + FBX for every animal. No LODs, no colliders, eyes do not blink. Glossy toy-plastic look. Import-tested from the downloaded zip in Unity 6 and Unreal 5.8: all 24 files import, clips play, the mouth opens against the head on Talk and Bite. Known look limits for each animal are listed in the README. AI-assisted: AI concept images turned into 3D with image-to-3D models, then rigged, animated, checked and engine-tested by us. Not hand-sculpted or hand-painted.
Every animal below is rigged and animated, and each card plays its Swim clip in your browser: the mesh is the GLB you download, skin and clips included, with its textures reduced to 1K for the web - the archive carries the 2048 px set. Drag a card to turn it, or open one large. Until a card's mesh loads it shows a render of that same model.
Every animal carries the same clips: Swim, SwimFast, Idle, TurnLeft, TurnRight, Talk, Bite, MouthOpenPose, MouthClosedPose. Each has a jaw bone, so the mouth moves on Talk and Bite, and the two mouth poses can be layered over Swim with a Jaw-only mask to talk while swimming. Two lip-sync sample scripts ship in the download: a Unity C# component that opens the jaw from an AudioSource's loudness, and an Unreal Editor Python script that bakes a swim-and-talk animation from a WAV file. They follow loudness, not speech sounds.
Tested from the downloaded files, GLB and FBX, in Unity 6 (6000.5.10f1) and Unreal 5.8.2: every file imports as one skinned mesh with its skeleton, every clip is present, the 7 moving clips deform the mesh, and the mouth opens on Talk and Bite. Both lip-sync scripts were run headless with a generated test tone (no speech); live audio playback in a running game was not tested. The README in the download lists each test and each animal's known look limits.
live 3D · Swim clip · drag to turn54,480 tris · 3 maps · 12 joints · 9 clips · GLB + FBX
live 3D · Swim clip · drag to turn56,150 tris · 3 maps · 10 joints · 9 clips · GLB + FBX
live 3D · Swim clip · drag to turn55,873 tris · 3 maps · 10 joints · 9 clips · GLB + FBX
live 3D · Swim clip · drag to turn55,659 tris · 3 maps · 10 joints · 9 clips · GLB + FBX
live 3D · Swim clip · drag to turn52,349 tris · 3 maps · 10 joints · 9 clips · GLB + FBX
live 3D · Swim clip · drag to turn56,746 tris · 3 maps · 10 joints · 9 clips · GLB + FBX
live 3D · Swim clip · drag to turn53,498 tris · 3 maps · 10 joints · 9 clips · GLB + FBX
live 3D · Swim clip · drag to turn54,862 tris · 3 maps · 10 joints · 9 clips · GLB + FBX
live 3D · Swim clip · drag to turn57,308 tris · 3 maps · 10 joints · 9 clips · GLB + FBX
live 3D · Swim clip · drag to turn55,383 tris · 3 maps · 10 joints · 9 clips · GLB + FBX
live 3D · Swim clip · drag to turn54,584 tris · 3 maps · 10 joints · 9 clips · GLB + FBX
live 3D · Swim clip · drag to turn53,784 tris · 3 maps · 10 joints · 9 clips · GLB + FBX
Every number below is read from the fulfilment archive at build time - not typed, not estimated.
What is not included - measured from the archive: meshes per item: 1; materials per item: 1; embedded images per GLB: 3; animation clips in every shipped GLB: Swim, SwimFast, Idle, TurnLeft, TurnRight, Talk, Bite, MouthOpenPose, MouthClosedPose; no separate per-clip files - all clips are embedded in the one GLB; skinned GLBs: 12 of 12.
Not provided, by design: no LODs; no colliders; the meshes are visual shells, not watertight and not for physics; no eye or eyelid bones, so the eyes do not blink; clips are in place (no root motion), and TurnLeft / TurnRight bend the body without rotating the root; the lip-sync scripts follow how loud the voice is, not which sounds are spoken; live audio playback in a running game was not tested; meshes are AI-assisted (AI concept images turned into 3D with an image-to-3D model), then rigged, animated and engine-tested by us - not hand-sculpted or hand-painted.
APPEAL FOUNDRY - PACK LICENSE (plain language) 1. You MAY use these assets (meshes, rigs, animations, textures and files in this pack) in commercial games and projects. 2. You may NOT resell or redistribute the raw asset files themselves. 3. Unlimited seats within a single company or studio. 4. You may NOT train AI/ML models on these assets. 5. Need custom or extended terms? Contact us. (c) Appeal Foundry(TM). Full terms available on request.
Plain-words reading and custom terms: Licence.