GoldFinch - rigged - animated - Standard - PBR - VRAY Low-poly 3D model
Rigged and Animated for:
LightWave 8.5 and up
Lightwave 2019 PBR maps
3ds Max 8 and up
3DS MAX 2017 and up PBR maps
3DS MAX 2017 and up VRAY 3.4 maps
MAX 2017 generated FBX
MAX 2009 generated FBX
Lightwave 2015 generated FBX
OBJ - includes base object and all morph target objs
Both models come 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
I have provided several scene files to get you started:
A Base Scene (no animation base pose)
GFinch-ZERO-CM-05.max (3ds Max)
The feet and legs are controlled byLT-FootandRT-Footrespectively. (LightWave)
The feet and legs are controlled byLT-FootControlandRT-FootControlrespectively. (3ds Max)
There are 2 'neck' bones (3ds Max) one neck bone (LightWave), a 'head' bone and a 'lower beak' bone.
There are 21 Morph targets. (LightWave)
There are 15 Morph targets. (3ds Max)
The 'Mouth' phonemes are controlled by 9 Morph targets:
...located when you select the mesh and go toObject=>Properties=>Deform(LightWave)
...located when you select the mesh and go toModify=>Morpher(3ds Max)
But the mouth can be opened and closed with a bone as well.
The wings are controlled by 3 bones each
and have the following Morph positions
Fold-Complete, Fold-Complete1, Fold-Complete2, WingTipsSpread-01, WingTipsSpread-02 (LightWave)
FoldedWing, WingtipSpread01, WingtipSpread02 (3ds Max)
The Tail spread is controlled via Morph targetTailSpread", the Tail bone controls position and rotation.
The toes are controlled by 12 bones on each foot.
To fold the wings use the morphs noted above.
The eyelids and eyebrows can be manipulated via:
EyebrowsDN, EyebrowsUP, EyelidClosed (Both)
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.
The model is made hi resolution by using Sub-Patching of Turbosmooth, so the actual geometry is much less than the rendered geometry.
LightWave Real Geometry:
The feathers are geometry so no plugins are required.
This also allows the model to render very quickly, espcially when copmared to hair type plugins.
are RGB or greyscale, 200dpi, 2666px X 2666px
Additional Youtube previews:
GF Land Anim Grey
GF Land Anim
GF Land Grey
GF TT 01
GF TT 02
GF TT wire 01
GF TT wire 02