This is a high-quality egret model with 4K maps, realistic fur, rigging and a flying animation. The rigging follows real bones. The wings come with a folding controller, and can be switched between IK/FK. The legs and neck can also be switched between IK/FK. The model is made with Blender and Cycles renderer at real-world scale.
The model consists of body, eyes, feathers, tongue.
Body: vertices 12,840; polygons 12,788
Eyes: vertices 2,500; polygons 2,496
Feathers: vertices 7,366; polygons 5,088
Tongue: vertices 137; polygons 128
Total: vertices 22,843; polygons 20,500
There is a Blender project and an OBJ file without rigging or animation.
Size of maps
With full controllers, it's easier to create postures and animations. The features are as follows:
CTR_Root controls the entire model.
CTR_Body controls the center of gravity of the body, and its customized attribute Head_Follow controls whether the head moves following it in IK mode; Neck_ikfk controls the non-seamless switch of IK/FK of the neck.
CTR_SpineBack, CTR_Tail_.001, CTR_Tail_.002 and CTR_SpineMid are spine controllers of the body.
CTR_neck.001 is the controller of the root of the neck.
CTR_Head and CTR_Head.001 are head controllers.
CTR_CloseWing.L and CTR_CloseWing.R control the folding of wings by Location.
CTR_CloseTail controls the folding and unfolding of the feathers on the tail by Location.
CTR_FootRoot.R and CTR_FootRoot.L are IK controllers of the legs, and its customized attribute L-Leg-IK-FK and R-Leg-IK-FK control the non-seamless switch of IK/FK of the legs.
CTR_ArmIK.L and CTR_ArmIK.R are IK controllers of the wings, and its customized attribute L-Wing-IK-FK and R-Wing-IK-FK control the non-seamless switch of IK/FK of the wings.
Each feather comes with skinned bones and separate controllers, making it possible to control the overall shape of all feathers or each feather separately easily.
Loopable flying animation at 30 fps, frame range 0-271
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
To reset the default pose of the model and recreate the animations, you need to set the shape key Repair_Fly to 0.
The model can be rendered in the current project, without any other adjustment.
Notice Before Purchase
Please take notice that this model is made with Blender, and only fully supports Blender. If your workflow includes other 3D software such as Maya, 3DsMax, C4D, and so on, the model with its fur, rigging and animations may not be able to be fully transferred to those software. You can contact the website to consult the result of format conversion before deciding whether to purchase.