Aviator WWI British Pilot - Low poly - rigged - animated

Aviator WWI British Pilot - Low poly - rigged - animated 3D model

Description

human, person, people, character, aviator, WWI, World war I, great war, Pilot, aviator, rig, animated, walk cycle, biplane, bi-plane, spad, fokker, sopwith camel

Aviator WWI British Pilot - includes Cap, Helmet with goggles, swaggerstick

Aviator WWI British Pilot Rigged and Animated for Lightwave version 11.6 and up and for 3DS Max version 8.5 and 3DS Max version 2017 and up

*************** MAX USERS*************** This model uses Tangent Directx Normal maps. For 3DS Max users, the 33DS Max 2009 and 2017 model work correctly as is. If you import this into a later version of 3DS Max (I don’t know when they changed things) you’ll need to: 1) goto CUSTOMIZE => PREFERENCES => “GAMA and LUTE => Turn off LUTE 2) goto CUSTOMIZE => PREFERENCES => bottom of screen - “Normal Bump Mode” => Select Directx, so it reads the maps correctly.

Even then, in the newer versions of Max the Normals maps will be very low (not showing up well) - They are there and will work, you just need to “turn up the volume” on them. So for “Body” instead of 1.0 in the “normal map” node use 1.2 or higher and in the “additional Bump” node instead of 0.08 use 0.008. *************** MAX USERS***************

This model comes with several pre-animated scenes to get you started: Aviator_8-Zero (base T-Pose and Rigged Scene) Aviator_8-StartWalking Aviator_8-Salute

I don’t like to have too many control objects in my rigs, I like them simple and so I try to access the bones directly as often as possible. you can remove or add to the control objects I have placed on the rig.

In Lightwave “Aviator_8-MainLayer” moves the entire rigged object In Max the “LOC-POINT” moves the entire rigged object

MAX: The main controlling Object “CtrlC_COG” attached to ROOT bone LW: The main controlling Bone is the ROOT bone

Max: The feet and legs are controlled by LT-Foot and RT-Foot objects respectively. When you select a foot controller in Max under the “Modify” menu you will find “Custom Attributes” which have Heel To and Ball of foot controls. LW: The feet and legs are controlled by LT-Foot and RT-Foot bones respectively. LW has “Lt_ToeControl” and “RT_ToeControl” for horizontal toe control - LW Also has “LT_OnToes” and “RT_OnToes” to rock toes up

Max: The hands are controlled by the “CtrlC_LT_Hand” and “CtrlC_RT_Hand” objects LW: The hands are controlled by the “LT_Hand” and “RT_Hand” Bones

Max: the Knees and Elbows are managed by “CtrlC_LT_Elbow”and “CtrlC_RT_Elbow” and “CtrlC_LT_Knee” and “CtrlC_RT_Knee” objects LW: the Knees and Elbows are a bit different and are managed by “LT_Elbow_Control” and “RT_Elbow_Control” and “LT_Knee_Dir” and “RT_Knee_Dir” objects - In addition, there are “LT_KneeRotate” and “LRT_KneeRotate” controls - a bit tricky at first, but you’ll get the hang of it

Max: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers LW: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers

The eyes have bone control for position or you can use the Eye morphs to control position.

There are 48 morphs in this object - 8 of them are Phoneme controls: F, AI, CDGJKNSTYZ, E, L, O, U and WQ - the remaining are as follows: CheecksPuffed, EyebrowArch-LT, EyebrowArch-RT, Eyebrow-DN-LT, Eyebrow-DN-RT, Eyebrow-DN-Both, EyelidsOpened, EyelidsOpenedWide, Eyes-DN, Eyes-LT, Eyes-RT, EyesUP, JawBack, JawDown, JawForward, Jaw-LT, JawRotateZ-LT, Jaw-RT, LeftCollarUp, Lip-Lower-In, MidMouth-LT, MidMouth-RT, Mouth-DN, Mouth-Frown, Mouth-Open, Motuh-Pucker, MouthRotateZ-RT, MouthUp, MouthWhistle, NoseScrunch, RightCollarUp, Smile, Snarl-LT, Snarl-RT, Squint, ThinMan03, UpperLip-In, UpperLip-Out, HandsLarger, Z-Thinner

But if you have positioned the model by moving the bones, AND you try to use some morph targets, you may have some pretty weird distortions that will freak you out.

Don't panic, the solution is to 'zero' out your bone positions, as or just before you apply the 'Morph' targets.

Geometry: Lightwave Man 13019 verticies 12328 polys

Cap 539 verticies 496 polys

Helmit and Goggles 1505 verticies 1484 polys

Swaggerstick 124 verticies 108 polys

Ground 8 verticies 6 polys

MAX (Max counts the polys and verticies of the object and all of it’s morphs into the total)+ Man, Cap,Helmit and Goggles, Swaggerstick, Ground 21282 verticies

20746 polys

Image maps are 4k

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Aviator WWI British Pilot - Low poly - rigged - animated
$50.00
 
Editorial No Ai License 
Aviator WWI British Pilot - Low poly - rigged - animated
$50.00
 
Editorial No Ai License 
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3D Model formats

Format limitations
Native
  • Lightwave (.lwo, .lw, .lws) (2 files)322 MBVersion: 11.6Renderer: Default
Exchange
  • Autodesk 3ds Max (.max) (3 files)489 MBVersion: 8.5Renderer: Mental Ray Version: 2017Renderer: Mental Ray
  • Autodesk FBX (.fbx) (2 files)398 MBVersion: 2009
  • OBJ (.obj, .mtl)291 MB

3D Model details

  • Publish date2018-12-02
  • Model ID#1839020
  • Animated approved
  • Rigged approved
  • VR / AR / Low-poly
  • PBR
  • Geometry Polygon mesh
  • Polygons 12,328
  • Vertices 13,019
  • Textures
  • Materials
  • UV Mapping
  • Unwrapped UVs Non-overlapping
  • Plugins used
  • Ready for 3D Printing
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