What makes this rig different
- Two independent pull handles — open each end separately, just grab and pull.
- A mathematically computed spiral roll: the radius grows with every layer, so the paper never intersects.
- Automatic ground contact — the scroll stays resting on the floor while it rolls.
- Procedural paper flutter (amount, frequency, phase) for wind loops.
- Twist bones for both rods; manual twist works on top of the automatic roll.
- A Root / Body / Handles hierarchy, ready to attach to any character.
- A clean three-layer bone architecture — CTRL / TWK / MCH, 89 bones, 84 drivers, all validated.
What you get
- One .blend file for Blender 4.x and 5.x — textures packed inside, nothing else to download.
- An antique map texture set: BaseColor, Roughness and Normal at 1365×2048, hand-crafted with Arabic calligraphy.
- A ready 96-frame opening animation with only four keyed channels.
- Custom bone shapes, colour-coded collections, widgets on a hidden layer.
Technical
- Real-world scale: a 60 × 90 cm sheet, metric units.
- 2,104 faces / 4,544 tris — the paper is all quads.
- Subdivision-friendly topology and non-overlapping UVs built from vertex coordinates — zero stretch.
- Material stretch when fully rolled: 1.41% — measured, not guessed.
- No add-ons required, no external dependencies.
The rig is driver-based, so full functionality is Blender-native. For game engines, bake the action (Bake Action ▸ Visual Keying) and export FBX or glTF as usual.
How to use



Gallery










