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Bring a busy fantasy tavern to life with an editable, furnished and animated Blender scene. Living Fantasy Tavern includes 18 adult actors across 14 character designs: a bartender, a circulating waitress, seated singers, card players, fireside patrons and a sailor piano trio.
Inside the tavern
- Timber interior with gallery, stairs and fitted perimeter railings.
- Stone fireplace with a curved arch, mounted deer trophy and gently varying warm firelight.
- Upright piano with 88 modeled keys, an animated pianist and two singing/dancing sailors.
- Oak bar, tables, chairs, barrels, colored bottles, candle wheels, iron sconces and a resting bearskin rug.
- Tankards with raised beer foam, printed playing cards, coins, food and small decorative details.
- Shaped guard armor and helmet, tailored coats and waistcoats, fitted merchant buttons, natural mouth openings, integrated nose profiles and a continuous auburn braid.
Included files
- Native Blender 5.2 scene with 24 seconds of ambient animation: frames 1-720 at 30 fps.
- FBX (binary 7.4), glTF 2.0 (GLB) and OBJ exports of the whole scene, re-imported and checked in Blender 5.2: the same 1,003 meshes, 18 skinned characters and the baked 720-frame animation (OBJ: static frame-1 scene).
- 18 character armatures with a shared 27-bone structure, including body, eyes, mouth and prop sockets.
- 103 editable Blender materials, procedural shading and a packed/supplied 1254 x 1254 oak base-color texture.
- Construction scripts, documentation, scene cameras and scoped QA reports.
- 26 listing JPEGs, a 40-second 1080p listing trailer and the supplied tavern soundtrack.
Technical details1,003 mesh objects; 135,470 source vertices; 157,232 source polygons; 253,914 source triangles before modifiers. Evaluated triangle count at frame 25: 272,626. Units are meters, with a tavern floor approximately 14 x 10 m. The showcase presents native animation at 1.35x speed; the Blender scene retains its original 24-second timeline.
This is a native Blender visual scene. Clothing is modeled with the characters, not an interchangeable wardrobe system. Fingers are modeled geometry driven by hand bones; individual finger bones and a complete facial performance rig are not supplied. The ambient activities do not include full serving handoffs, card-game logic or note-perfect piano/lip synchronization.
In the FBX, GLB and OBJ files, procedural shading exports as one representative flat colour per material (the oak floor keeps its texture), while lights, cameras and drivers stay in the Blender scene; a README in each archive lists every difference. Unity/Unreal imports, baked PBR map sets, LODs, collision meshes and production lightmap UVs are not supplied or verified. Architecture and props are separate editable pieces; a production snap-grid modular kit is not claimed.
The oak texture artwork was created with an image-generation tool; its prompt is included. Previews show the actual scene and assets, with catalog layouts and technical diagrams used for presentation.
Preview note: the upper-wall ALE / SUPPER / GOOD COMPANY lettering visible in some photos and video has been removed from the delivered Blender file. All other approved geometry is retained.
REVIEWS & COMMENTS
accuracy, and usability.
