Every rig in the library runs on the same architecture. Learn one, know them all.
Every character in the library is built on the same underlying architecture — same control naming, same IK/FK setup, same picker layout, same blendshape pipeline. The consistency is intentional.
Once you learn the system on one character, you're at home on all 30+. Less reorientation, more animation.
Clean IK/FK on arms and legs with seamless matching. Same layout across every character.
Full facial controls, blendshape-driven expressions, and lip sync support.
Bilateral picker UIs, namespace support, colour-coded controls for every character.
Pre-built poses for body mechanics, expressions, and character-specific ranges of motion.
The character that started Long Winter, rebuilt from scratch. Crash 3.0 is designed specifically to cover every body mechanics scenario — overlapping action, weight shift, squash and stretch, secondary motion, facial performance. Everything an animator needs to study, in one rig that doesn't fight back.
The whole library is built around this level of quality. Crash is just the one that started the conversation.
The characters live on screen, not on a product page. See the library in action — animation demos, rig breakdowns, and work in progress — across these channels.
Get BLINK, access the full character library, and stop managing files.