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Mallard Duck - C4D

Mallard Duck - C4D

$199.00Price

Mallard duck

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: Root, LT_FootControll, RT_FootControll

Mallard_Zero_FIN.max 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:
Mallard_Zero_FIN.max
Mallard_TakeOffAndLand_FIN.max

Mallard_FlyLoop_FIN.max

Mallard_SIG.max

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 24 Morph targets.

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

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

WingFold_1
WingFold_2
WingFold_3
WingFold_4
WingFold_5
WingTIpsDN
WingTIpsUP
WingTIpsSpread-01

The Tail spread is controlled via Morph target 'Tail_Closed' and "Tail_Openedù, the Tail bone controls position and rotation.

The eyes have several morph targets:
EyeBrowsUP
EyeBrowsUP2
EyeBrowsDN
EyelidsClosed

The body's profile can be "streamlimned for flight with:
"BodyFlight

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 R13:

Mallard
14700 polys
24624 points
(counts from C4D include ALL Morphs)

Pond:
160000 poly
160801 points

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147700 polygons - Total
114770 verticies - Total

the maps are RGB or greyscale, 72dpi and 200dpi, 2666px X 2666px

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