Flyboy Barnstorm Pilot
Flyboy Barnstorm 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 3DS 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: Flyboy_Zero-Scarf (base T-Pose and Rigged Scene) Flyboy_StartWalk-scarf Flyboy_Pose-Scarf_02
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 “Flyboy-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_Shoulder” and “RT_Shoulder” and “LT_Knee_Rotate” and “RT_Knee_Rotate” objects - 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.
The Z-RT_ThickFingers, Z-THinner morphs are to make the fingers thicker while using bones to form the hand into a fist. The bones tend to make the finger thinner when bent to extremes - these morphs are intended as a fix for that.
The Scarf and helmet are optional (their visibility can be turned on or off as desired).
The scarf has 2 morph targets that lower the left and right corners (below the chin) so that when the head is rotated, you can move the scarf out of the way). The scarf is also rigged so that you can position it and let it flap in the breeze.
The helmet also has two morph targets - these move the goggles into 2 different positions on the forehead. The helmet is also rigged so that you can position the flaps and straps as you rotate the head.
There are 51 morphs in this object - 8 of them are Phoneme controls: 0-A, 0-CDGJKNSTYZ, 0-Closed, 0-E, 0-FV, 0-LT, 0-MBP, 0-O, 0-U, 0-WQ, CheeksPuffed, Eyebrow-Arch-LT, Eyebrow-Arch-RT, Eyebrow-DN-LT, Eyebrow-DN-RT, Eyebrows-DN-Both, Eyebrows-IN-Both, Eyes-DN, Eyes-LT, Eyes-Open-Wide, Eyes-Open, Eyes-RT, Eyes-Up, HandsSmaller, Jaw-Back, Jaw-DN, Jaw-Forward, Jaw-LT, Jaw-RotateZ-LT, Jaw-RT, Lip-Lower-In, LT_BootBack-DN,, MidMouth-LT, MidMouth-RT, Mouth-DN, Mouth-Frown, Mouth-Open-Wide, Mouth-Open.lwo Mouth-RotateZ-RT, Mouth-Up, Mouth-Whistle, Nose-Scrunch, RT_BootBack-DN,, Smile, Snarl-LT, Snarl-RT, Squint, UpperLip-IN, UpperLip-OUT, Z-LT_ThickFingers, Z-RT_ThickFingers, 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 8184 verticies 7912 polys
Helmit and Goggles 1469 verticies 1486 polys
Scarf 683 verticies 618 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,Helmit and Goggles, Scarf, Ground 16955 verticies15577 polys
Image maps are 4kGo to this URL for more information on the model