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Neko Ninja Labs

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A member registered Dec 16, 2024 · View creator page →

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No, i have not taken down any of my projects. I think you're talking about this character https://nekoninjalabs.itch.io/psx-anime-fantasy-character-female-mage-1-game-rea...

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So the rig may look complicated at first but its a 2 layer rig system. The bone groups are organized. The only bones that are exported are the bones in the Game Rig and Physics group (both deform bones).

The other group, Control Rig, controls the Game Rig. The control rig has an exact copy of the Game Rig bones but different hierarchy and extra bones for controllers. The Game Rig has constraints that follow it's copy's movement. The other group is just the Controllers for animating and key framing.

When baking animations only the Game Rig + Physics will be baked. And when exporting the rig, deform only bones will exported. Since the Game Rig uses the Unity hierarchy for rigs it should be considered a humanoid rig.

As for my other models i am still not sure if i will be updating them with the new rig. Ideally I want to but it is going to take time to reanimate and fix the weights for each character.

Thank you! I appreciate it!

Yup! thats my favorite revolver. I'm definitely gonna make that one. I just gotta figure out how to rig the revolver cylinders. 

Seems interesting. I will add it to my to do list.


Thanks for reaching out!
I currently do not take commissions anymore. I do not plan on doing so in the future.

As for my asset structure, I do have base body meshes I have made that I pull from when I start a new character. I do plan on releasing those base bodies for male and female in the future.
I usually just start with the base body and edit the body shape a bit, then I model the clothing details. Sometimes i do make the clothing mesh separate from the body and make a copy of the base and delete the extra faces under the clothes.  It depends on the workflow of the character and planning ahead on what is needed. I usually think of the "base design" of the character then have to think about the clothing if it will be in a separate mesh / texture. I mainly just fit everything into one texture, but if there is multiple clothing options then it would make sense to have separate textures and copies of the "base design" with deleted faces underneath the clothes. For my characters I just design them with one design but toggle-able clothing and just make alternative texture recolors. It is possible for me to make multiple clothing options but I plan on doing that in the future with more modular characters.

For now I am working on a big To Do list, so I will have more to come. 

Of course! I will add it to my to do list.

Yea I love guns. I am trying to get as many guns finished as I can, even those not many people know or forgot existed. I plan on also making attachments and sights for these guns too as well as designing and publishing my own custom designed low poly guns (ENR is an example of that). 

Thanks for the advice. I did not know that if the rig would work or is compatible with procedural animations. My rig was intended to be of general use and to keep it simple with few constraints and IK bones.
I have organized the bones into groups (All Bones, Weights, Controllers, and PHY/ Physics). 
I will keep in mind in the future and change some export settings so that the animations are only baked with just the weighted/deform bones.

My models are rigged with a custom rig I made. It is a simple rig in which I have organized the bones into groups (All Bones, Weights, Controllers, and PHY/ Physics). The more important bones are weights as that is the base of the skeleton.

I'm not sure tbh. The rig is custom made and I tried to keep it as simple as I can so it would be easier to animate. I did group the bones in the bone collections (if you're using blender) with controller bones to help with doing simple animations as well as physics bones if you plan to bake animations or use real time physics in the game engine.

Yes, there are 4 weapon animations that come with this character holding the gun. Idle, walk, run and sprint animations while holding the gun.

The character is 926 tris and the staff is 72 tris

They should work in most game engines, the ones I have in mind are Godot, Unity, and Unreal engines. My assets always come with the source BLEND file, so you can open my models on Blender and export them with specific settings if needed for your game engine. Hope this helps!

I am not sure why its not showing up, but I am still getting decent views on my assets at least.

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Hi, I just updated both Male ETF 001 and Male Gunner 001 face textures. I personally think I am more satisfied with these updated face textures. Thanks for the constructive criticism. I was not fully satisfied with the older versions but giving it another chance to redo it looks more like what I was going for.

I added screenshots to the page of the updated face textures.

(1 edit)

Thank you!
Yes I am currently working on another character and more guns. I do plan on doing more characters and weapons, as well as other kind of assets like foliage, furniture, etc

As for the 2nd question, I am not sure how exactly the bundles work on itch when they are bought, but yes, future characters and guns are added to previous bundles. You can choose to buy them separately, but if you buy the whole bundle it is cheaper. I am not sure if itch makes you buy the newly added assets separate if you previously bought the whole bundle.

There is a free pdf download on all my assets and a txt file included in the files of the license:

Copyright © [2025] Neko Ninja Labs

You are allowed to:
- Use this asset in personal and commercial projects.
- Modify, edit, or combine this asset with other work.
- Use the modified versions in your games, videos, apps, and media.

You are not allowed to:
- Resell, redistribute, or reupload this asset as-is or in a modified form (e.g. recolors, edits, bundles).
- Include this asset (original or modified) in any asset packs, marketplaces, or free resource sites.

Credit Requirement:
- Credit is not required but appreciated.
- If credit is given, it should be somewhere visible in your project (e.g. credits screen, game page, README), with the name: "Neko Ninja Labs" or "Assets by Neko Ninja Labs"