
House finch - rigged - animated 3D model
cgtrader
House Finch Quad Geometry Rigs with Bones for Animation Pre-rigged and animated for Lightwave 8.5 and later versions, and also for 3DS MAX 8 and above No plugins required to render feathers, thanks to geometry-driven setup Several pre-animated scenes included to get you started The wings are animated by 3 bones within each, using morph targets for folding actions You can customize appearances with spreading wing tips and tails via morph targets ROOT bone is the main control object for this setup A basic rig is established in 'HF-ZERO.lws' without any animation; it's rigged though Several scene files are provided to kick-start your project: HF-FlyLoop.lws HF-LandTakeOff.lws The left and right foot controllers (LT-FootController and RT-FootController) handle feet and leg movements for both Lightwave and 3DS MAX This setup features two neck bones, a head bone, and a lower beak bone There are twenty-five Morph targets available Mouth movement is controlled via nine morph targets located within the Object Properties window when you select the mesh and choose 'Deform' Nine Morph targets are used for phoneme manipulation (MAX) by accessing the Modify panel's Morpher tool when selecting EGF meshes The wing animation relies on three bones per wing with ten morph positions to cover various flapping actions, including folded and closed poses: WingFold-01 WingFold-02 WingFold-03 WingFold-04 WingFold-06a WingFold-06b WingFold-07a WingFold-07b WingTIPS-Down WingTIPSpread-01 WingTIPSpread-02 WingTIPSpread-03 The tail is managed by one Morph target, "TailClosed" along with a single bone to handle its position and rotation. For Eye animation several morph targets are available for each eye: Eyebrows can be lifted (MUP-LT & MUP-RT) Eyelids can close via a single morph target Each foot has 12 bones controlling its toes. When you wish to fold your wings, simply apply the relevant Morphs or try another approach to do so by resetting your bone positions beforehand; however avoid using multiple methods on the same model, it causes distorted views of models that you might want. Don't be discouraged if distortions appear after setting up Morph target targets in models with animated elements: The root cause often is bone control data being over-written. To prevent such weird visual results and restore functionality - 'zero' your wing positions either just before or right when the morphs are applied. It's also wise to occasionally reset and close MAX while setting up animation in scenes. Max may mis-place object attributes with modifier state switching between open/save cycle cycles In cases where MAX is momentarily lost due to switching off modifiers "Turbo Smooth" (the model uses sub-patching that creates detailed high-res textures from less actual data) When a point gets no longer mapped onto bone controls when opening scene you were saving then save all work -close/restart Max- Re-open and restore project and all points should get re-linked
With this file you will be able to print House finch - rigged - animated 3D model with your 3D printer. Click on the button and save the file on your computer to work, edit or customize your design. You can also find more 3D designs for printers on House finch - rigged - animated 3D model.