Double-Barred Finch - rigged - animated 3D model
All Quad Geometry
Rigged and Animated for:
MAX 2009 generated FBX
MAX 2017 generated FBX
Lightwave 2015 generated FBX
OBJ - includes base object and all morph taraget objs
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.
The main controlling object is the ROOT bone
‘DBF-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:
The feet and legs are controlled by LT-FootController and RT-FootController respectively (Lightwave)
The feet and legs are controlled by LT-FootController and RT-FootController respectively (3DS MAX)
There are two 'neck' bones, a 'head' bone and a 'lower beak' bone.
There are 25 Morph targets.
The 'Mouth' and phonemes are controlled by 9 Morph targets located when you select the mesh and go to Object => Properties => "Deform”.(Lightwave)
The 'Mouth' and phonemes are controlled by Morph targets located when you select the EGF mesh and go to 'Modify' => 'Morpher'. (MAX)
The wings are controlled by 3 bones each
and have 10 Morph positions, including flapping and folded positions
The Tail spread is controlled via Morph target “TailClosed, the Tail bone controls position and rotation.
The eyes have several morph targets:
zes 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.
If, after turning the modifiers 'TurboSmooth' and 'Morph' on and off a few times, while setting up your animation, you may find that points on the model are suddenly no longer attached to their bones.
Save what you are doing, close Max and then reopen Max. Reopen your scene and you should be fine.
Max gets sometimes lost when the modifiers are turned on and off.
The model is made hi resolution by using Sub-Patching, so the actual geometry is much less than the rendered geometry.
the maps are RGB or greyscale, 72dpi and 200dpi, 2666px X 2666px
Additional Youtube previews:
DblBarredFinch Anim Color HI
DblBarredFinch Anim Grey HI
DblBarredFinch Anim Grey LO
DblBarredFinch TT Color HI
DblBarredFinch TT GRey HI
DblBarredFinch TT Grey LO