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Dove - MAX

Dove - MAX

$199.00Price

Dove

Rigged and Animated for 3DS MAx 2008 and up

The feathers are geometry so they render fast and no plugins are needed.

This model comes with several pre-animated scenes to get you started.

The wings are animated using the 3 bones within each. The wings are folded using one of several morph targets.

You can also make adjustments, like spreading the wing tip feathers and spreading the tail using morph targets.

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The main controlling object is the "ROOT" bone

DOVE-ZERO.max' is the name given to my BASIC set up, no animation, but it is rigged.

I have provided several scene files to get you started:
DOVE-TakeOffAndLand.max
DOVE-TakeOffAndLandLiveBranch.max
DOVE-FLyUpLong.max
DOVE-FLyLoop.max

The feet and legs are controlled by "LT-FootController" and "RT-FootController" respectively

There are two 'neck' bones, a 'head' bone and a 'lower beak' bone.

There are 27 Morph targets.

The 'Mouth' and phonemes are controlled by 10 Morph targets located when you select the EGF mesh and go to 'Modify' => 'Morpher'.

The wings are controlled by 3 bones each
and have 11 Morph positions, including flapping and folded positions

WingFold01
WingFold02
WingFold03
WingFold04
WingFold05
WingFold06
WingFold07
WingFold08
WingTIpsSpread-01
WingTIpsSpread-02
WingTIpsSpread-03

The Tail spread is controlled via Morph target “TailClosed, the Tail bone controls position and rotation.

The eyes have several morph targets:
EyeBrowsUP
EyeBrowsDN
EyelidsClosed
Iris-Closed
Iris-Opened

The toes are controlled by 12 bones on each foot.

To fold the wings use the morphs noted above.

But if you have positioned the wings by moving the bones, AND you try to use morph targets to fold them, you WILL have some pretty weird distortions that will freak you out.

Don't panic, the solution is to 'zero' out your wing bone positions, as or just before you apply the 'Morph' targets.

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If, after turning the modifiers 'TurboSmooth' and 'Morph' on and off a few times, while setting up your animation, you may find that points on the model are suddenly no longer attached to their bones.

Save what you are doing, close Max and then reopen Max. Reopen your scene and you should be fine.

Max gets sometimes lost when the modifiers are turned on and off.

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The model is made hi resolution by using Sub-Patching, so the actual geometry is much less than the rendered geometry.

3DS MAX:

DOVE:
Real Geometry:
31502 vertices
18698 polygons

Olive Branch:
522 verticies
507 polygons

Ground:
6 verticies
8 polygons
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the maps are RGB or greyscale, 72dpi and 200dpi, 2666px X 2666px

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