This is a sparrow model with textures, realistic feathers and fur, very fine rigging, and animations. It's made with Blender and Cycles renderer.
It consists of the body, pupils*2, third eyelids*2, sclerae*2, tongue, feathers.
Body: vertices 25,170; polygons 25,136
Pupils*2: vertices 610; polygons 640
Third eyelids*2: vertices 193; polygons 192
Sclerae*2: vertices 482; polygons 512
Tongue: vertices 186; polygons 184
Feathers: vertices 9,819; polygons 6,772
Total: vertices 37,745; polygons 34,780
There is a Blender project and an FBX file without rigging or animation.
With fine controllers, the postures and animations are easier to create. The features are as follows:
CTR_root controls the entire model.
CTR_sping_root and CTR_sping_root.001 control the former and latter center of gravity of the body.
CTR_sping_roll_B.001 and CTR_sping_roll_B.002 control the latter part of the body.
CTR_sping_roll_F.001 and CTR_sping_roll_F.002 control the former part of the body.
CTR_neck_roll controls the root of the neck, and its customized attribute Neck_Follow controls whether the neck moves following CTR_sping_roll_F.002.
CTR_breath controls the breath of the body.
CTR_head_stretch.001 controls the head, and its customized attribute ThirdEyelid_Rotation controls winkle.
CTR_IK_shin.L and CTR_IK_shin.R are IK controllers of the legs, and its customized attribute IK_FK controls the non-seamless IK/FK switch of the legs.
CTR_wing.L and CTR_wing.R fold the wings fast by the Location.
CTR_tailfeather controls folds tail feathers by the location.
Fine rigging makes it possible to control every feather, and fold/unfold and bend wings conveniently.
Loopable flying animation at 30 fps, frame range 0-6
Unlooped landing animation at 30 fps, frame range 0-210
Unlooped watching animation at 30 fps, frame range 0-150
Unlooped TakeOff animation at 30 fps, frame range 0-210
Unlooped tweeting animation at 30 fps, frame range 0-141
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.