Snowy Owl - Lightwave
Snowy Owl
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
SnOwl-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:
SnOwl-FlyLoop.lws
SnOwl-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 31 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 12 Morph positions, including flapping and folded positions
WingFold1
WingFold2
WingFold3
WingFold4
WingFold4-AtSide
WingFold5-Inter
WingFold6-Complete
WingFold7-Complete
WingFold7-Inter
WingFold8-Complete
WingFold9-Complete
WingTIpsDn
WingTIpsSpread-01
WingTIpsSpread-02
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
EyelidsOpened
Eye-Iris-Size
Eye-Pupil-Size
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:
Snowy Owl:
Real Geometry:
32621 vertices
18665 polygons
Boulder:
114 verticies
112 polygons
Ground:
8 verticies
6 polygons
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the maps are RGB or greyscale, 72dpi and 200dpi, 2666px X 2666px