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Raven - Lightwave

Raven - Lightwave


Common Raven

Rigged and Animated for:
LightWave 8.5 and up
3ds Max 8 and up

Both models come with several pre-animated scenes to get you started.

The feathers are geometry so they render fast and no plugins are needed.

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 object is the "ROOT" bone

I have provided several scene files to get you started:
Land-Take off
Fly loop

The feet and legs are controlled by "LT-Foot" and "RT-Foot" respectively. (Lightwave)
The feet and legs are controlled by "LT-FootControl" and "RT-FootControl" respectively. (Max)

There is 1 'neck' bone, a 'head' bone and a 'lower beak' bone.

There are 19 Morph targets. (Lightwave)
There are 18 Morph targets. (Max)

The 'Mouth' phonemes are controlled by 8 Morph targets:
located when you select the CROW mesh and go to "Object" => "Properties" => "Deform" (Lightwave)
located when you select the CROW mesh and go to "Modify" => "Morpher" (Max)

But the mouth can be opened and closed with a bone as well.

The wings are controlled by 3 bones each
and have 1 Morph position, to spread the wing tips and 4-5 morph positions to manipulate the wing

WingTipSpread-1, WingTipSpread-2, WingFold-2, WingFold-3 (Lightwave)
WingTipSpread-1, WingTipSpread-2, WingFold-1, WingFold-2, WingFold-3 (Max)
The Tail spread is controlled via Morph target "TailSpread", the Tail bone controls position and rotation.

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.

Real Geometry:
26,709 verticies
17,072 polygons

Subdivided Geometry:
301,290 verticies
261,488 polygons


Real Geometry:
30105 verticies
23243 polygons

Subdivided Geometry:
105578 verticies
169404 polygons

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

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