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Great Horned Owl - C4D

Great Horned Owl - C4D

$199.00Price

Great Horned Owl

Rigged and Animated for C4D R16 and up and up 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 objects are: GHO-Hypernurbs, Root, FootController_RT, FootController_LT

GHO-Zero.mb 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:
GHO-Zero.mb
GHOLandTakeOff.mb
GHO-FlyLoop.mb

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

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

There are 29 Morph targets.

The 'Mouth' and phonemes are controlled by 10 Morph targets located when you select the mesh and go to "Object" => “Pose Morph Expression Tag.

The wings are controlled by 3 bones each
and have 8 Morph positions, including flapping and folded positions

WingFold4-AtSide
WingTipsSpread
WingFold6Complete
WingFold7Complete
WingFold8Complete
WingFold9Complete
WingsCupped
WingTips-DN
WingTipsSpreadUp

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

The eyes have several morph targets:
EyeBrowsUP
EyeBrowsDN
EyelidsCOpened
Eyes-Iris-Size
Eyes-Pupil-Size

The body's profile can be "streamlimned for flight with:
Body_For_Flight
Body-Head-Flatten
BackForFlight2

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

C4D:
GHO       38972 verticies
          21612 polys

Tree      330 verticies
          328 polys

Ground    verticies
      polys

SkyGlobe  266 verticies
      288 polys
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the maps are RGB or greyscale, 72dpi and 200dpi, 2666px X 2666px

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