Werewolf Transformation Demo (Rigged)

by Daniel F.R. Gordillo in Models


Using the rig to control the transformation

The rig has 2 bone groups: You can use the blue ones to animate the head, and the red ones to trigger the different transformation phases.

There’s 2 transformation bones for each ear length and position, another for the head shape, one that stretches the mouth and teeth, one to make the neck longer and pushes the collarbone forward, and finally one to make the back and the neck thicker.

All the bones are named accordingly to their function.


Controlling the material transitions and the hair growth

When selecting the head object, you can find 3 parameters in the Custom Properties panel.

The Eye Transformation slider controls the transition from normal human eye texture (0.000) to black sclera and bright yellow iris (1.000).

The Hair transformation slider controls a Geometry nodes input to make 2 hair objects grow.

The Skin Transformation slider controls the transition between the human and wolf skin materials.

NOTE: each skin material uses its own UV map layer.


Importing the character in your own scene

The rig and the meshes are inside a collection named Character.Transformation, so you can append or link the whole collection in one step. If you choose to convert the imported collection into a library override, the eye, skin and hair Transformation sliders are configured taking this into account.

Dev Fund Contributor
Published about 1 year ago
Blender Version 3.4
Render Engine Used cycles
Misc Data uvs-unwrapped, rigged, normal-mapped, textured
License GPL
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