Mallard Duck - C4D
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.
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:
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
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:
The body's profile can be "streamlimned for flight with:
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.
The model is made hi resolution by using Sub-Patching, so the actual geometry is much less than the rendered geometry.
(counts from C4D include ALL Morphs)
147700 polygons - Total
114770 verticies - Total
the maps are RGB or greyscale, 72dpi and 200dpi, 2666px X 2666px