Red Tailed Hawk - rigged - animated 3D model

Red Tailed Hawk - rigged - animated 3D model

cgtrader

Red Tailed Hawk Rigged and Animated for LightWave 8.5 and up, as well as 3ds Max 8 and above. MAX 2017 produced FBX models are included, along with MAX 2009 generated FBX models, plus Lightwave 2015 generated FBX files. OBJ format exports contain both base object data and all morph target objects to give you complete creative freedom. A collection of pre-animated scenes is provided to kick-start your project. Advanced wing animation is made possible through the use of three bones within each wing. Wing folding capabilities are easily controlled via several morph targets. Fine adjustments, like spreading wing tip feathers or altering tail dynamics using morph targets. All animations originate from the primary controlling object known as ROOT bone. 'RTHawk-CM16-ZERO' stands for the root position with basic setup in place but without animation effects. Multiple scene files are made available to provide instant assistance: Fly loop Take off scene Land scenery Leg movement and foot operation control rely on LT-Foot and RT-Foot respectively. The presence of 2 'neck' bones, a 'head' bone, and one lower beak bone enhance versatility. Total Morph target count is seventeen to give users immense creative leeway. Specific phonemes located at mouth positions controlled by eight unique morph targets: Blue Jay model. Modify > Deform Properties or Lightwave => Object=>Properties >Deform, respectively. To make things even more intuitive and exciting, an opening or closing of the beak/mouth is easily done with a bone manipulation technique. A set of three bones per wing helps control all movement within each. Additionally two special morphs let users spread tip feathers by activating WingTips-1,WingTips-2 And use Wing fold01 and Wing fold -closed for optimal results. Spreading Tail movements controlled via one Morph Target named, tail Opened the Tail bone influences not just rotation, but position as well. To fold these wings seamlessly apply previously noted morph targets carefully to prevent awkward distortion and unwanted movements Each of two toes on feet is individually manipulated with an astonishing 12 bones to enable seamless leg control But when your movement bones have moved your wing in various ways; applying the desired Wing folds through pre-programmed target values might not work, which results into strange and unsettling effects - especially because bone settings don't blend as morphs. This doesn't require extreme panic or concern however, as easy fix solution simply includes clearing wing positioning before adding a new value from one's various morph sets available. As per design specifics, model details were finely honed to be ultra-detailed via clever application of Sub-Patching. Result is that real object geometries, in turn, are impressively small as opposed to the amount rendered on the screen, even when geometry data reaches substantial size - like a Lightwave model sporting 21k vertices with 14336 polygons; which equals to a true marvel.

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