Rose-breasted grosbeak - rigged - animated 3D model

Rose-breasted grosbeak - rigged - animated 3D model

cgtrader

Rose-breasted Grosbeak Character Rigged and animated for LightWave 8.5 and up Rigged and animated for 3DS MAX 8 and up MAX 2009 generated FBX MAX 2017 generated FBX LightWave 2015 generated FBX OBJ - includes base object, morph target objs, and other related data. Fast rendering and no plugin requirements due to geometric feather models. This model comes with multiple pre-animated scenes for quick start-ups. Feather animation is controlled by 3 bones in each wing, providing smooth movement and rotation. Morph targets can be used to fold the wings and make adjustments like spreading wing tip feathers or tail positions. ROOT bone serves as the primary controlling object. 'HF-ZERO.lws' represents the basic setup with no animation but full rigging. Scene files are provided for fly loops, land takeoffs, and other essential scenarios. Feet and legs control using LT-FootController and RT-FootController in LightWave. LT-FootController and RT-FootController also handle feet and leg animations in 3DS MAX. There are two 'neck' bones, one 'head' bone, and one 'lower beak' bone to create a realistic structure. Mouth and phonemes controlled by Morph targets when the mesh is selected and object properties changed. (LightWave) The Mouth and phonemes also control Morph targets in the EGF mesh and 'Modify' panel under 'Morpher'. (MAX) Each wing contains 10 Morph positions for smooth flapping or folding actions. Available morphs include WingFold-01, WingFold-02, WingFold-03, WingFold-04, WingFold-06a, WingFold-06b, WingFold-07a, WingFold-07b, WingFold-08b, WingTIpsDn, and others for customization. Tail spread control through Morph target 'TailClosed', the Tail bone adjusting position and rotation accordingly. Eyes controlled by several Morph targets: EyeBrowsMUP-LT, EyeBrowsMUP-RT, EyelidsClosed, and other similar models. Twelve bones in each foot manage toe animation for real-life appearance. Wings folding require zeroing out the wing positions or adjusting them manually to avoid unexpected distortions. Sometimes after toggling modifiers 'TurboSmooth' and 'Morph', issues arise with attached model points and bones not interacting properly. To fix these problems, save work, close Max, reopen, and relaunch the scene to prevent loss of modifier interaction.

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