Continuum 3D

Danbury, Connecticut

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House Finch - Lightwave

$199.00Price

House finch

Rigged and Animated for Lightwave 8.5 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

“HF-ZERO.lws' 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:
HF-FlyLoop.lws
HF-LandTakeOff.lws

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

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

There are 25 Morph targets.

The 'Mouth' and phonemes are controlled by 9 Morph targets located when you select the mesh and go to "Object" => "Properties" => "Deform".

The wings are controlled by 3 bones each
and have 12 Morph positions, including flapping and folded positions

WingFold-01
WingFold-02
WingFold-03
WingFold-06a
WingFold-06b
WingFold-07a
WingFold-07b
WingTIpsDn
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-LT
EyeBrowsUP-RT
EyelidsClosed

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.

LIGHTWAVE:

House Finch:
Real Geometry:
18410 vertices
12740 polygons
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the maps are RGB or greyscale, 300dpi, 2666px X 2666px