House finch - rigged - animated 3D model

House finch

All Quad Geometry

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

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.

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The main controlling object is the ROOT bone

‘HF-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:
HF-FlyLoop.lws
HF-LandTakeOff.lws

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

WingFold-01
WingFold-02
WingFold-03
WingFold-04
WingFold-06a
WingFold-06b
WingFold-07a
WingFold-07b
WingTIpsDn
WingTIpsSpread-01
WingTIpsSpread-02
WingTIpsSpread-03

The Tail spread is controlled via Morph target “TailClosed, the Tail bone controls position and rotation.

The eyes have several morph targets:
EyeBrowsMUP-LT
EyeBrowsMUP-RT
EyelidsClosed

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.

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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.

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The model is made hi resolution by using Sub-Patching, so the actual geometry is much less than the rendered geometry.

Both Models:

House Finch:
Real Geometry:
18410 vertices
12740 polygons
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the maps are RGB or greyscale, 300dpi, 2666px X 2666px

Additional Youtube previews:

HF Anim Color HI
https://youtu.be/yzwLnRoDnsI

HF Anim Grey HI
https://youtu.be/JG5e4-FHdp8

HF Anim Grey LO
https://youtu.be/M7RVkju30-8

HF TT Color HI
https://youtu.be/tzQcQrDZ-BY

HF TT Grey HI
https://youtu.be/-PaPWLVX2bQ

HF TT Grey LO
https://youtu.be/e2Tk9wo_uhQ

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House finch - rigged - animated
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3D Modeling
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3D model formats
Native
  • Lightwave 8 (.lwo, .lw, .lws)5.06 MBVersion: 8Renderer: Default
Exchange
  • Cinema 4D r13 (.c4d)40.3 MBVersion: r13Renderer: Mental Ray
  • Autodesk 3ds Max 8.5 (.max)27.5 MBVersion: 8.5Renderer: Mental Ray
  • 3D Studio (.3ds) -
  • Autodesk FBX (.fbx) -
  • OBJ (.obj, .mtl) -
  • Stereolithography (.stl) -
3D model details
  • Publish date2019-04-18
  • Model ID#1956629
  • 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
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