
Reactor Widow - 28 Animations - 3 LODs - Rigged Creature 3D Model

Not Rated Yet










This Item Was Made Using

! REPORT
NOTE: DIGITAL DOWNLOAD, NOT A PHYSICAL ITEM

Add to Collection

0 Likes
Offered By
License
Extended Use License (IP Restricted)
This item comes with our Extended Use Licensing. This means that you may use the model in a variety of mediums and applications. But, because certain intellectual property depicted in this model may not be affiliated with or endorsed by the original rights holder, this model is subject to an Editorial Use Only Restriction which limits the ways in which you may use this model.
For full license terms, see our 3D Content Licensing Agreement
3D Model Details
| Vendor: | TopTrono 3D |
| Published: | Oct 29, 2026 |
| Download Size: | 197.4 MB |
| Made With AI: | Yes |
| Game Ready: | – |
| Polygons: | 31,758 |
| Vertices: | 22,359 |
| Print Ready: | – |
| 3D Scan: | – |
| Textures: | Yes |
| Materials: | Yes |
| UV Mapped: | Yes |
| PBR: | Yes |
| Rigged: | Yes |
| Animated: | Yes |
Statistics
| Favorites: | 0 |
| Likes: | 0 |
| Views: | 1 |
Item Ratings

Not Rated Yet
Reactor Widow - 28 Animations - 3 LODs - Rigged Creature 3D Model
Reactor Widow is an original six-legged organic predator for game prototypes, creature animation and boss encounters. Includes an editable Blender source, three animated GLB LODs, a separate filament projectile, baked PBR textures and documented animation events.
Creature and animation
Armoured retractable head, articulated mandibles, two three-segment palps, six IK-controlled legs and a segmented abdomen with small emissive organic windows. The locomotion uses a weighted tripod gait.
- 28 named clips at 30 FPS: idle, walk, run, strafes, turns, detection, threat, single-shot and fan-shot preparation/fire/recovery, bite, foreleg strike, guard, hit reactions, stun, phase transition, death and a held final dead pose.
- All locomotion is in place. Move and rotate the creature from your own game code.
- Shared 43-bone deform skeleton across all three LODs, with up to four normalized influences per vertex.
- Blender control rig: 72 bones, including the 43 deform bones, with IK for six legs. Exported clips have constraints and drivers baked.
- Socket_Filament and Socket_Abdomen attachment bones; 43 documented gameplay timing events in CSV. Events require integration in your application.
Downloads
- Blender folder: contains the Final and Export_Check .blend files and textures. The Final includes the three LODs, high-poly source, control/deform rigs, animations, projectile and two presentation scenes.
- GLB folder: all three animated creature GLBs plus Filamento_Proyectil.glb. Includes LOD1, LOD2 and the projectile.
- Extras folder: external 2K/1K texture sets, projectile textures, clip manifest, animation-event CSV, README/README_EN, integration notes, QA and licence/provenance documents.
Rendered preview videos and production scripts are not included in these downloads. The containment room shown in cinematic images is a Blender presentation scene only; it is not included in the GLB files or supplied as a separate game environment.
Technical specifications
- LOD0: 31,758 triangles, 22,359 exported vertices, eight embedded 2048px textures.
- LOD1: 11,971 triangles, 10,644 exported vertices, eight embedded 1024px textures.
- LOD2: 4,444 triangles, 4,626 exported vertices, eight embedded 1024px textures.
- One skinned mesh and two material primitives per creature GLB. Draw-call cost depends on the target engine and render passes.
- Projectile: 768 triangles, one material, four 512px textures. Uses optional KHR_materials_emissive_strength.
- PBR maps: Base Color, OpenGL (+Y) tangent-space Normal, packed ORM (R=AO, G=roughness, B=metallic), Emissive. Source height, separate channel maps and chamber mask also supplied.
- Metre scale. Idle dimensions approximately 1.63m high, 3.10m long and 3.34m leg span. Blender forward -Y/up +Z; GLB forward +Z/up +Y.
- Opaque, single-sided creature materials; no shape keys. The high-poly source remains in Blender only.
Verified compatibility
Blender 5.2.2 LTS: source files opened and all creature GLBs reimported. The delivered validation reports record zero errors, warnings, infos or hints from Khronos glTF Validator for all four GLBs. Godot 4.7.2 import/playback was checked on macOS Apple Silicon in Forward+, Mobile and Compatibility renderers, with all 28 clip durations verified. This is a custom creature skeleton, without an Epic Skeleton or humanoid retargeting setup.
In Godot, disable nodes/use_name_suffixes to preserve Guard_Loop and Stun_Loop names and enable looping for the cyclic clips. glTF does not store a loop flag.
Known limitations — review before purchase
- Unity, Unreal Engine, phone hardware and exported Android/iOS/Windows/Web builds have not been tested. Godot's Mobile renderer was tested on a Mac, not a mobile device. No phone performance or memory claim is made.
- No FBX/OBJ/USD, engine project, collisions/physics asset, gameplay controller, damage logic, root motion or jump animation is included. Apply the projectile and animation events through your own game logic.
- LOD1/LOD2 simplify the head. In some attack/stun clips the palp bases intersect the simplified head sockets, with intersection reach up to about 65mm from the palp joint. Palps do not cross each other; LOD0 bases remain inside their sockets. Visibility at gameplay distance was not measured.
- In Stun_Loop, 13 neck/head membrane triangles compress to about 11% of their original area, visible mainly from below/behind the head. LOD1/LOD2 retain five and 24 single-triangle holes, respectively, not visible from the tested views.
- Some leg sockets penetrate the thorax by up to 3.6mm. The final death pose includes axial femur twist. In Godot, the mesh can reach about 6mm below the floor; direct GLB measurements differ.
- Abdomen scale inheritance can produce cross-section differences up to about 4.2 degrees from the control rig. Animated non-uniform bone scale requires target-engine support.
- Abdomen windows are small and show best in close-ups. GLB emission is static; drive pulsing yourself with the chamber mask and timing events.
- Earlier Blender versions are untested. OpenGL normal maps need a green-channel flip for targets expecting DirectX normals. English README is included; detailed QA/integration documents and some media captions are in Spanish.
All artwork was created for this project. Third-party production tools are documented in the included provenance notes; the tools are not distributed with these format packages.
Creature and animation
Armoured retractable head, articulated mandibles, two three-segment palps, six IK-controlled legs and a segmented abdomen with small emissive organic windows. The locomotion uses a weighted tripod gait.
- 28 named clips at 30 FPS: idle, walk, run, strafes, turns, detection, threat, single-shot and fan-shot preparation/fire/recovery, bite, foreleg strike, guard, hit reactions, stun, phase transition, death and a held final dead pose.
- All locomotion is in place. Move and rotate the creature from your own game code.
- Shared 43-bone deform skeleton across all three LODs, with up to four normalized influences per vertex.
- Blender control rig: 72 bones, including the 43 deform bones, with IK for six legs. Exported clips have constraints and drivers baked.
- Socket_Filament and Socket_Abdomen attachment bones; 43 documented gameplay timing events in CSV. Events require integration in your application.
Downloads
- Blender folder: contains the Final and Export_Check .blend files and textures. The Final includes the three LODs, high-poly source, control/deform rigs, animations, projectile and two presentation scenes.
- GLB folder: all three animated creature GLBs plus Filamento_Proyectil.glb. Includes LOD1, LOD2 and the projectile.
- Extras folder: external 2K/1K texture sets, projectile textures, clip manifest, animation-event CSV, README/README_EN, integration notes, QA and licence/provenance documents.
Rendered preview videos and production scripts are not included in these downloads. The containment room shown in cinematic images is a Blender presentation scene only; it is not included in the GLB files or supplied as a separate game environment.
Technical specifications
- LOD0: 31,758 triangles, 22,359 exported vertices, eight embedded 2048px textures.
- LOD1: 11,971 triangles, 10,644 exported vertices, eight embedded 1024px textures.
- LOD2: 4,444 triangles, 4,626 exported vertices, eight embedded 1024px textures.
- One skinned mesh and two material primitives per creature GLB. Draw-call cost depends on the target engine and render passes.
- Projectile: 768 triangles, one material, four 512px textures. Uses optional KHR_materials_emissive_strength.
- PBR maps: Base Color, OpenGL (+Y) tangent-space Normal, packed ORM (R=AO, G=roughness, B=metallic), Emissive. Source height, separate channel maps and chamber mask also supplied.
- Metre scale. Idle dimensions approximately 1.63m high, 3.10m long and 3.34m leg span. Blender forward -Y/up +Z; GLB forward +Z/up +Y.
- Opaque, single-sided creature materials; no shape keys. The high-poly source remains in Blender only.
Verified compatibility
Blender 5.2.2 LTS: source files opened and all creature GLBs reimported. The delivered validation reports record zero errors, warnings, infos or hints from Khronos glTF Validator for all four GLBs. Godot 4.7.2 import/playback was checked on macOS Apple Silicon in Forward+, Mobile and Compatibility renderers, with all 28 clip durations verified. This is a custom creature skeleton, without an Epic Skeleton or humanoid retargeting setup.
In Godot, disable nodes/use_name_suffixes to preserve Guard_Loop and Stun_Loop names and enable looping for the cyclic clips. glTF does not store a loop flag.
Known limitations — review before purchase
- Unity, Unreal Engine, phone hardware and exported Android/iOS/Windows/Web builds have not been tested. Godot's Mobile renderer was tested on a Mac, not a mobile device. No phone performance or memory claim is made.
- No FBX/OBJ/USD, engine project, collisions/physics asset, gameplay controller, damage logic, root motion or jump animation is included. Apply the projectile and animation events through your own game logic.
- LOD1/LOD2 simplify the head. In some attack/stun clips the palp bases intersect the simplified head sockets, with intersection reach up to about 65mm from the palp joint. Palps do not cross each other; LOD0 bases remain inside their sockets. Visibility at gameplay distance was not measured.
- In Stun_Loop, 13 neck/head membrane triangles compress to about 11% of their original area, visible mainly from below/behind the head. LOD1/LOD2 retain five and 24 single-triangle holes, respectively, not visible from the tested views.
- Some leg sockets penetrate the thorax by up to 3.6mm. The final death pose includes axial femur twist. In Godot, the mesh can reach about 6mm below the floor; direct GLB measurements differ.
- Abdomen scale inheritance can produce cross-section differences up to about 4.2 degrees from the control rig. Animated non-uniform bone scale requires target-engine support.
- Abdomen windows are small and show best in close-ups. GLB emission is static; drive pulsing yourself with the chamber mask and timing events.
- Earlier Blender versions are untested. OpenGL normal maps need a green-channel flip for targets expecting DirectX normals. English README is included; detailed QA/integration documents and some media captions are in Spanish.
All artwork was created for this project. Third-party production tools are documented in the included provenance notes; the tools are not distributed with these format packages.


















