3D Character Collection

CC0 low-poly 3D characters as animated GLB files with Unity Humanoid bones, ready to use

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No.001

Signal Robot

Data

Height
1.67 m
Triangles
2160
Bones
21 (Unity Humanoid convention)
Animations
Idle / Walk / Run / Jump / Wave / Dance

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.

CC0 1.0Public domain (CC0)

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)

All characters

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.

Using the characters in Unity

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.

  1. Add glTFast (com.unity.cloud.gltfast) in the Package Manager. For UniGLTF, install UniVRM from its unitypackage or UPM package.
  2. Drag the downloaded toolish-chara-YYYY-MM-DD.glb into the Assets folder in the Project window. It is imported as a prefab with meshes, materials and bones that you can place in a scene right away.
  3. To use Humanoid animations, set the imported model's Rig (Animation Type) to Humanoid and click Apply. Leave Avatar Definition at "Create From This Model".
  4. The bone names follow the Humanoid convention (Hips / Spine / Chest / Neck / Head, LeftUpperArm / LeftLowerArm / LeftHand, LeftUpperLeg / LeftLowerLeg / LeftFoot and so on), so opening Configure on the Avatar shows every required bone mapped automatically. The model already stands in a T-pose, so no pose fixing is needed.
  5. If your importer version shows no Rig settings, import the GLB into Blender, export it as FBX, bring that FBX into Unity and set it to Humanoid the same way.
  6. For full use, assign Humanoid motions (from the Asset Store, Mixamo and so on) in an Animator Controller. The six bundled clips are Generic, so treat them separately from Humanoid motions. The scale is 1 unit = 1 m, so leave the Scale Factor alone.

Included animations

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.

Blender, Godot and other tools

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.

Bone layout

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.

BoneParentBody part
Hips(root)hips
SpineHipsbelly
ChestSpinechest
NeckChestneck
HeadNeckhead
LeftShoulderChestLeft shoulder
LeftUpperArmLeftShoulderLeft upper arm
LeftLowerArmLeftUpperArmLeft forearm
LeftHandLeftLowerArmLeft hand
RightShoulderChestRight shoulder
RightUpperArmRightShoulderRight upper arm
RightLowerArmRightUpperArmRight forearm
RightHandRightLowerArmRight hand
LeftUpperLegHipsLeft thigh
LeftLowerLegLeftUpperLegLeft shin
LeftFootLeftLowerLegLeft foot
LeftToesLeftFootLeft toes
RightUpperLegHipsRight thigh
RightLowerLegRightUpperLegRight shin
RightFootRightLowerLegRight foot
RightToesRightFootRight toes

What CC0 lets you do, and what to keep in mind

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.

AI drafts the designs; only what the operator approves is published

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.

How a design document becomes a model

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.

A numbered collection

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.

Model specs and limits

Useful details to know before putting a character into a game.

  • Format: binary glTF 2.0 (.glb), with meshes, bones, materials and animations in a single file
  • Size and orientation: 1 unit = 1 m, Y-up, facing +Z, T-pose. Height differs per character and is shown in each character's data
  • Polygon count: at most 15,000 triangles per character (most have a few thousand)
  • Animations: Idle / Walk / Run / Jump / Wave / Dance (30 fps, seamless loops, Walk and Run in place). Generic clips that only animate bone rotations and the hip position; the hip bob is scaled to the leg length
  • Materials: flat-colored PBR with no textures. Normals are mostly flat per face, so the low-poly look survives in any engine
  • Not included: facial expressions (blend shapes), UVs, and Humanoid animations (assign those separately when using the model as Humanoid)

Frequently asked questions

Q. Can I use the characters in a commercial game or video?
A. Yes. They are CC0, so you can use them in paid games and apps and in monetized videos and streams. You may modify them freely, with no permission or notice needed.
Q. Do I have to give credit?
A. No. If you would like to, "Toolish (toolish.xyz)" would make us happy.
Q. The bone mapping looks wrong after switching to Humanoid in Unity.
A. The model is built in a T-pose, Y-up, at 1 unit = 1 m, so the mapping is normally automatic. If it is off, check that you did not change the scale or rotation on import, and that no bone names changed if you edited the model in Blender or another tool.
Q. Can I download any character in the list?
A. Yes. Pick one in the list to show it in the viewer above, then download its GLB. The assembly procedure is version-frozen, so it is exported in the same shape whenever you download it.
Q. Are animations included?
A. Yes. The GLB contains six clips (idle, walk, run, jump, wave and dance), the same motions you can watch in "Motion preview" on this page. They are Generic clips meant for a quick look, so for real game use combine the model with Humanoid animations.
Q. Are VRM or FBX versions available?
A. Only GLB for now. If you need FBX, import the GLB into Blender and export it as FBX. The VRM-specific expression and look-at settings are not included.
Q. Are the characters generated automatically by AI?
A. Every character in the collection was drafted by AI (Claude) as a design document, went through automatic checks and a six-image render, and was then looked at and approved one by one by the site operator. Rejected designs are not published. AI is used only at the design stage; the page never calls an AI while you view it.
Q. Is any character data sent anywhere?
A. No. On this page the model is assembled and the GLB is exported inside your browser, with no external requests for that. The site contains each character's design document (JSON) and a thumbnail image.