Dove - MAYA
Dove
Rigged and Animated for MAYA in Binary format
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.
-------------------------
The main controlling object is the "ROOT" bone
Dove-ZERO.c4d' 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-v8.c4d
DOVE-TakeOffAndLandLiveBranch-v8.c4d
DOVE-FLyUpLong.c4d
DOVE-FLyLoop.c4d
The feet and legs are controlled by "FootController-LT" and "FootController-RT" 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 mesh double click "Pose Morph Expression" Tag.
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'ù, 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.
-------------
The only difference between the 'FlyUp'scene in Maya and the other formats is that Maya cannot render a lens flare and volumetric fog with the Mental Ray renderer, so in Maya I have rendeed the Volumetric fog only.
-------------
The model is made hi resolution by using the smooth ket (#3), so the actual geometry is much less than the rendered geometry.
MAYA:
Dove:
Real Geometry:
32028 vertices
18941 polygons
Olive Branch:
518 verticies
507 polygons
Ground:
8 verticies
6 polygons
--------------------------
the maps are RGB or greyscale or Normal, 72dpi and 200dpi, 2666px X 2666px