
House Sparrow - rigged - animated 3D model
cgtrader
House Finch Animated for Lightwave 8.5 and up Animated for 3DS Max 8 and up MAX 2017 generated FBX MAX 2009 generated FBX Lightwave 2015 generated FBX OBJ - includes base object and all morph target objects Both models come with several pre-animated scenes to get you started. The wings are animated using the 6 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 Neck bone I have provided several scene files to get you started: A Base Scene (no animation base pose) Fly loop Land and Take Off 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 are 2 'Tail' bones, a 'body' bone and a 'wing tip' bone. There are 20 Morph targets. (Lightwave) There are 16 Morph targets. (Max) The 'Bill' phonemes are controlled by 8 Morph targets: located when you select the American Robin mesh and go to Object => Properties => Deform (Lightwave) located when you select the Blue Jay mesh and go to Modify => Morpher (Max) But the bill can be opened and closed with a bone as well. The wings are controlled by 3 bones each and have the following Morph positions Fold-01, Fold-Complete, Fold-Complete1, Fold-flatToSides, WingTipsSpread-01, WingTipsSpread-02 (Lightwave) FoldedWing, WingtipSpread01, WingtipSpread02 (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. The eyelids and eyebrows can be manipulated via: EyebrowsDN, EyebrowsUP, EyelidClosed (Both) 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 of Turbosmooth, so the actual geometry is much less than the rendered geometry. LIGHTWAVE Real Geometry: 13.394 verticies 9,630 polygons Sub patched Geometry: 162.705 verticies 144,600 polygons ------------- 3DS MAX Real Geometry: 13,394 verticies 9,630 polygons Turbosmothed Geometry: 45,471 verticies 72,603 polygons The feathers are geometry so no plugins are required. This also allows the model to render very quickly, especially when compared to hair type plugins. are RGB or greyscale, 200dpi, 2666px X 2666px Additional Youtube previews: HFinch Anim Color HI SM https://youtu.be/Eq5aHfjUyYk HFinch Anim2 Grey HI https://youtu.be/Yg8pKXZuJq4 HFinch TT Grey HI https://youtu.be/O5VnA9tWVhY HFinch TT Grey LO https://youtu.be/NKwNqD3zQ6M
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