Quaternius (quaternius.com) — CC0 / Public Domain, via poly.pizza orc.glb = Orc, blob.glb = Green Blob, spiky_blob.glb = Green Spiky Blob, ghost.glb = Ghost, ghost_skull.glb = Ghost Skull (Ultimate Monsters) skeleton.glb = Skeleton (poly.pizza/m/yq5ATpujSt), wolf.glb = Wolf (poly.pizza/m/P1gU3Qkr9r) wizard/demon/mushroom/ninja/yeti = Quaternius Ultimate Monsters (Wizard, Demon, Mushroom King, Ninja, Yeti), CC0 spider.glb — Spider by Quaternius, CC0, https://poly.pizza/m/yRYJiAJyiM (downloaded 2026-10-01). knight.glb — reuse of the existing Quaternius warrior hero (CC0). archdemon.glb — Blue Demon by Quaternius, CC0, original from downloads/monsters. goblin_hf.glb — original goblin made for Reinos de Soul on 2026-10-06 with generative AI (Higgsfield: concept image gpt_image_2_5, mesh + rig Meshy 7 image-to-3D). Idle/Attack/Death clips from the Meshy animation library; Walk/Run retargeted from the Quaternius warrior (CC0) with scripts/npc-ia/glb_retarget.py. Sources and job ids: ~/reinos-de-soul/design/higgsfield/goblin/ and docs/personagens-ia.md. 2026-10-06 (Frente C, monster motion): added clips HitReact, Duck, No, Throw and Cast, retargeted with scripts/npc-ia/glb_retarget.py from CC0 Quaternius files already in the game: HitReact = warrior.glb #2 HitRecieve; Duck = demon.glb #1 Duck; No = demon.glb #7 No; Throw = mage.glb #11 Spell1; Cast = mage.glb #12 Spell2. The five original clips, meshes, skins and materials are unchanged (checked byte by byte). 2026-10-06 (Frente C, round 3): clips added to the AI monsters (*_hf.glb), translated from Knight.glb (KayKit Adventurers by Kay Lousberg; CC0 as stated by the coordinator and used by stream G - the credits page still lists its paperwork as under review) with scripts/npc-ia/glb_retarget.py (KayKit bones renamed to the target rig first; KayKit 'hips' drives the Quaternius 'Body'). Knight.glb clip -> new name: #21 Blocking -> Block (skeleton_hf, knight_hf, yeti_hf - the guardians) #43 Lie_Down -> SleepIn, #44 Lie_Idle -> Sleep, #46 Lie_StandUp -> WakeUp (all ten *_hf) #1 1H Slice_Diagonal -> WeaponAttack, #2 1H Slice_Horizontal -> WeaponAttack2 (skeleton_hf) #3 1H Stab -> WeaponAttack, #9 2H Slice -> WeaponAttack2 (demon_hf) #0 1H Chop -> WeaponAttack (wizard_hf, goblin_hf), #2 1H Slice_Horizontal -> WeaponAttack2 (goblin_hf) #32 Dualwield Slice -> WeaponAttack, #33 Dualwield Stab -> WeaponAttack2 (ninja_hf) #1 1H Slice_Diagonal -> WeaponAttack, #8 2H Chop -> WeaponAttack2 (knight_hf) Every file's original clips, meshes, skins and materials are unchanged (checked byte by byte). wolf_m2m.glb, spider_m2m.glb — Mesh2Motion (https://github.com/Mesh2Motion/mesh2motion-app): code MIT; "the art assets (3d models, rigs, animations) are all licensed under CC0" (README + LICENSE-CC0.MD, checked 2026-10-06). Files copied unchanged from static/animations/fox-animations.glb (fox model + Bark, Bite, Death, Fall, Fetch, Howl, Idle, Idle Alert, Jump, Rest Pose, Run, Sit, Sneak, Walk) and static/animations/spider-animations.glb (spider model + Attack, Bite, Death, Death 2, Eating, Hit, Idle, Jump, Rest Pose, Walk). In the game the fox is the shadow wolf (its texture is recoloured to slate greys at load time by combat-visuals.js) and the spider is the common spider.