Great Horned Owl - C4D
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