European Goldfinch - rigged - animated

European Goldfinch - rigged - animated 3D model


European Gold Finch

All Quad Geometry

Rigged and Animated for Lightwave 8.5 and up
Rigged and Animated for 3DS MAx 8 and up
Rigged and Animated for Lightwave 8.5 and up
Rigged and 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 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

'EGF-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

There are two 'neck' bones, a 'head' bone and a 'lower beak' bone.

There are 23 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:

The toes 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.

Both Models:

European Gold Finch:
Real Geometry:
18410 vertices
12740 polygons

the maps are RGB or greyscale, 300dpi, 2666px X 2666px

Additional Youtube previews:

EGF Anim Color

EGF Anim Grey HI

EGF Anim Grey LO

EGF TT Color



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European Goldfinch - rigged - animated
Royalty Free License 
European Goldfinch - rigged - animated
Royalty Free License 
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3D Model formats

Format limitations
  • Lightwave 8 (.lwo, .lw, .lws)6.43 MBVersion: 8Renderer: Default
  • Autodesk 3ds Max 8 (.max)22 MBVersion: 8Renderer: Mental Ray
  • Autodesk FBX (.fbx) (3 files)69.9 MBVersion: 2009Version: 2017Version: 2015
  • OBJ (.obj, .mtl)22.8 MB

3D Model details

  • Publish date2019-04-18
  • Model ID#1956602
  • Animated approved
  • Rigged approved
  • VR / AR / Low-poly
  • PBR
  • Geometry Polygon mesh
  • Polygons 12,740
  • Vertices 18,410
  • Textures
  • Materials
  • UV Mapping
  • Unwrapped UVs Overlapping
  • Plugins used
  • Ready for 3D Printing