Goldfinch - 3DS Max
Rigged and Animated for:
LightWave 8.5 and up
3ds Max 8 and up
Both models come 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
I have provided several scene files to get you started:
A Base Scene (no animation base pose)
"GFinch-ZERO-CM-05.max" (3ds Max)
" (3ds Max)
"GFinch-FlyLOOP-CM.max" (3ds Max)
The feet and legs are controlled by "LT-Foot" and "RT-Foot" respectively. (LightWave)
The feet and legs are controlled by "LT-FootControl" and "RT-FootControl" respectively. (3ds Max)
There are 2 'neck' bones (3ds Max) one neck bone (LightWave), a 'head' bone and a 'lower beak' bone.
There are 21 Morph targets. (LightWave)
There are 15 Morph targets. (3ds Max)
The 'Mouth' phonemes are controlled by 9 Morph targets:
...located when you select the mesh and go to "Object" => "Properties" => "Deform" (LightWave)
...located when you select the mesh and go to "Modify" => "Morpher" (3ds Max)
But the mouth can be opened and closed with a bone as well.
The wings are controlled by 3 bones each
and have the following Morph positions
Fold-Complete, Fold-Complete1, Fold-Complete2, WingTipsSpread-01, WingTipsSpread-02 (LightWave)
FoldedWing, WingtipSpread01, WingtipSpread02 (3ds Max)
The Tail spread is controlled via Morph target "TailSpread", the Tail bone controls position and rotation.
The toes are controlled by 12 bones on each foot.
To fold the wings use the morphs noted above.
The eyelids and eyebrows can be manipulated via:
EyebrowsDN, EyebrowsUP, EyelidClosed (Both)
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 model is made hi resolution by using Sub-Patching of Turbosmooth, so the actual geometry is much less than the rendered geometry.
LightWave Real Geometry:
Sub patched Geometry:
The feathers are geometry so no plugins are required.
This also allows the model to render very quickly, espcially when copmared to hair type plugins.
The Maps: are RGB or greyscale, 200dpi, 2666px X 2666px