Great Horned Owl
All Quad Geometry
Rigged and Animated for:
3DS Max 2009
3DS Max 2020 PBR Art Render
3DS Max 2020 VRAY 4.10
C4D R16, and up
MAX 2009 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 objects are (this varies from format to format): GHO Null, Root, LT_Foot, RT_Foot
GHO-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-Foot and RT-Foot [GHO_Locator, Root, FootController_RT, FootController_LT, GHO-Hypernurbs, Root, FootController_RT, FootController_LT] respectively.
There are three 'neck' bones, a 'head' bone and a 'lower beak' bone.
There are 29 Morph targets.
The 'Mouth' and phonemes are controlled by 10 Morph targets located when you select the mesh and go to Object => Properties => Deform - Object=> “Pose Morph Expression Tag - Blend Shape window all depending on format
The wings are controlled by 3 bones each
and have 8 Morph positions, including flapping and folded positions
The Tail spread is controlled via Morph target 'Tail_Closed' and “TailClosed”, the Tail bone controls position and rotation.
The eyes have several morph targets:
The body's profile can bestreamlimned for flight with:
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.
The model is made hi resolution by using Sub-Patching, so the actual geometry is much less than the rendered geometry.
GHO 38972 verticies
Tree 320 verticies
Ground 8 verticies
SkyGlobe 266 verticies
the maps are RGB or greyscale, 72dpi and 200dpi, 2666px X 2666px
ADDITIONAL YOUTUBE PREVIEWS:
SnOwl TT Grey HI
SnOwl TT Fold Color
SnOwl TT Color
SnOwl Anim Color
SnOwl Anim Grey LO
SnOwl Anim Grey HI