CC0 low-poly 3D characters as animated GLB files with Unity Humanoid bones, ready to use
Preparing the 3D model…
Loading the design data…
toolish-chara-c001.glb (binary glTF / 21 bones / 1.67 m tall / Y-up / T-pose / 6 animations). The model is assembled and the GLB is exported inside your browser, without sending anything to a server for the export.
This character is released under CC0 1.0. Use it anywhere, including commercial games, apps, videos and streams, and modify or redistribute it without asking.
No credit is required. If you would like to add one, "Toolish (toolish.xyz)" would make us happy.
Read the CC0 1.0 deed (Creative Commons)Every character here was checked and approved by the site operator before publishing (100 in total, in numbered order). Pick one to view it above, try its motions and download its GLB.
Unity can't read glTF / GLB out of the box, so add one glTF importer package. The usual choices are glTFast (official, by Unity) and UniGLTF (bundled with UniVRM). Both are free.
The GLB contains six animation clips: Idle, Walk, Run, Jump, Wave and Dance (30 fps, made for looping). They are Generic clips that move the bones directly, and Walk and Run are in place (you add the actual movement, for example from a script). Whether glTFast or UniGLTF imports them as Legacy or Mecanim clips depends on the importer settings, and we have not yet verified the exact import steps in Unity. They are a quick way to see the character move; for real game use we recommend setting the Rig to Humanoid and using Humanoid animations.
GLB is the standard binary form of glTF 2.0, so it opens directly in Blender (File > Import > glTF 2.0), in Godot (just put it in the project folder) and in web libraries such as three.js and Babylon.js. Materials are flat-colored PBR with no textures, so colors stay consistent between engines and you can easily swap in a toon shader or anything you like.
Every character shares the same 21 bones below, which include all bones Unity Humanoid requires. Each part is weighted 1.0 to a single bone (rigid skinning), so bending a joint makes the blocky parts overlap rather than stretch.
| Bone | Parent | Body part |
|---|---|---|
| Hips | (root) | hips |
| Spine | Hips | belly |
| Chest | Spine | chest |
| Neck | Chest | neck |
| Head | Neck | head |
| LeftShoulder | Chest | Left shoulder |
| LeftUpperArm | LeftShoulder | Left upper arm |
| LeftLowerArm | LeftUpperArm | Left forearm |
| LeftHand | LeftLowerArm | Left hand |
| RightShoulder | Chest | Right shoulder |
| RightUpperArm | RightShoulder | Right upper arm |
| RightLowerArm | RightUpperArm | Right forearm |
| RightHand | RightLowerArm | Right hand |
| LeftUpperLeg | Hips | Left thigh |
| LeftLowerLeg | LeftUpperLeg | Left shin |
| LeftFoot | LeftLowerLeg | Left foot |
| LeftToes | LeftFoot | Left toes |
| RightUpperLeg | Hips | Right thigh |
| RightLowerLeg | RightUpperLeg | Right shin |
| RightFoot | RightLowerLeg | Right foot |
| RightToes | RightFoot | Right toes |
CC0 1.0 is a declaration in which the author waives copyright and related rights as far as the law allows, putting the work in a state equivalent to the public domain. The characters on this page can be used by individuals and companies alike, in games, apps, videos, streaming avatars, 3D prints or teaching materials, without asking. Modifying them, redistributing them and including them in paid products are all fine, and you do not need to tell us.
CC0 does not mean that Toolish guarantees every use is trouble-free, though. The designs are required not to resemble existing characters or brands, and the site operator checks them before publishing, but an accidental resemblance can never be fully ruled out. If you plan something like registering one as a logo or a product mascot, please do your own check as well.
The characters in the collection are drafted by AI (Claude). The AI does not draw images or generate 3D data directly; what it writes is a design document. In JSON, it describes the skeleton proportions (leg length, shoulder width, neck length and so on) and which basic shapes, such as boxes, spheres, cylinders, revolved profiles and tubes, go on which bone, at what size and in what color.
Each design first goes through automatic checks: limits on parts and triangles, feet touching the floor, height and width within range, and a name that no other character uses. If it passes, six images are rendered: four angles (front, side, a three-quarter view from behind and a three-quarter view from the front) plus walking and waving poses. The AI looks at them and fixes floating parts or joints that break in motion.
Then the site operator looks at the six images of every character, checks for broken shapes and for resemblance to existing works or brands, and decides one by one whether to publish it (approve) or not (reject). Only approved designs are added to the catalog and published; rejected designs are not published. Every character on this page was reviewed and approved this way.
AI is used only at this design stage. The page never calls an AI or any external API when you view it; it loads the published design and assembles the 3D model inside your browser.
Every character uses the same 21 Humanoid bones; only the proportions change. From a small alien to a tall robot, the bone names and hierarchy are identical, so the same animations and the same Unity setup work for all of them.
Each part is attached rigidly to one bone, and symmetric parts only need to be written for one side; the other side is created automatically. The assembly procedure (the builder) has a version number and is not changed after publishing. Improvements go into a new version, so published characters keep their shape.
The characters in the collection are numbered from No.001. Each one was drafted by AI with the process above, passed the automatic checks and the image review, and was approved by the operator. They were made together, so they are ordered by number rather than by date.
If characters are ever added later, that will be occasional, and only ones the operator has reviewed and approved in the same way will be added, continuing the numbering. No character comes with a personality or backstory text; everything beyond the name is yours to decide in your own work.
Useful details to know before putting a character into a game.