This is a male mandarin duck model with textures, fur, rigging and animations. It's made with Blender and Cycles renderer at real-world scale.
It consists of body, head, sclerae, pupils, lacrimal glands, tears, tongue, foot, claws, feathers.
Body: vertices 23,030; polygons 22,998
Head: vertices 1,511; polygons 1,490
Sclerae: vertices 292; polygons 320
Pupils: vertices 356; polygons 384
Lacrimal glands: vertices 1,024; polygons 1,024
Tears: vertices 2,564; polygons 2,560
Tongue: vertices 7,096; polygons 7,144
Foot: vertices 18,876; polygons 18,816
Claws: vertices 436; polygons 388
Feathers: vertices 326,603; polygons 217,372
Total: vertices 381,788; polygons 272,496
There is a Blender project and an FBX file without rigging or animation.
With full controllers, postures and animations are easier to create, the features are as follows:
MandarinDuck_Face03_Feather_Rig_grp controls the shape of the tassel.
MandarinDuck_Coverts_Rig_grp and MandarinDuck_Remiges_Rig_grp are skeletons of feathers.
MandarinDuck_Body_Rig_grp is the main rigging that controls the model.
CTR_gravity controls the movement of the body, and it has 7 customized attributes:
Head_hair_puff switches between fluffy hair and smooth hair;
head_IK_follow controls whether the head moves following the body in IK mode;
neck_FK switches to FK control of neck;
neck_IK_IKSpline switches the control mode of the neck between IK and Spline IK;
neck_IK_Stretch controls the stretch limit of the neck in IK mode;
neck_follow controls whether the root of the neck moves following the body in IK or FK mode;
tongue_IKFK controls the switch of IK/FK of the tongue.
IKFK_leg.L and IKFK_leg.R come with 2 customized attributes:
IK_FK controls the IK/FK switch of the legs;
IK_stretch controls the stretch limit of the legs in IK mode.
CTR_toe_action.L and CTR_toe_action.R control the extension and flexion of the feet.
CTR_foldwing.L and CTR_foldwing.R control the folding of the wings by their Location.
CTR_Fold_Rectrices controls the tail feather folding by the Location.
Fine rigging makes it possible to control every feather, and fold/unfold and bend wings conveniently.
Unlooped swimming animation at 30 fps, frame range 0-378
A part of the feathers have two UVs for a better result.
To fix the intersection with swimming animation, an add-on, Hair_ShapeKey_v4_1 is applied, which supports Blender 2.93. Please install Hair_ShapeKey_v4_1 in advance.
To reset the model to the default posture:
Notice Before Purchase
Please take notice that this model is made with Blender, and only fully supports Blender. If your workflow includes other 3D softwares 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 softwares. You can still try exporting the animations using any other methods, including baking and more, at your own risk. We don't provide any technical support on exporting to other softwares than Blender.