A high quality polygon model of a bottlenose dolphin (Tursoips truncatus). It is textured with a 4096 x 4096 texture for colour. Other maps are not needed as dolphins are very smooth (no bump map needed), and under water there is almost no specularity on non-metallic, non-scaly surfaces.
In the Maya folder you will find two files:
''Simple_Dolphin'' holds a dolphin model with deformation joints and corrective blendshapes driven by joint rotations as well as blendshapes for controlling eye blinks and opening the blowhole . There is no further animation rig on this dolphin.
''Dolphin_Rigged'' holds the same dolphin fully rigged. To understand the rig you must realize that the deformation joints are driven by four drivers independently layered on top of each other.
1: Motion path animation for a smooth trajectory through the water
2: Swim cycle animation for an endulating swimming motion
3: Final FK animation for poses, jaw and eyes control
4: Dynamics for floppy fins
The ''DolphinControl'' curve has a ''scale'' attribute that scales the whole rig to fit any scene.
Some things to consider about the scale in Maya: Many people claim that the unit in Maya is centimetre, but the default gravity of 9.8 gives an acceleration consistent with a unit of 1 metre. When exporting to Realflow, the default gravity of Realflow gives an acceleration consistent with a unit of 10 cm. The scale of the dolphin has a default setting of 1 where it conforms with scenes with a unit of 10 cm. This gives us an effortless export to Realflow.
There are three different skin shaders: ''DryBodyMat'' is for use under water. The reflections on a wet dolphin's skin reflect from the surface of the water film. Under water, there is no such film surface, and therefore the skin will be very matt with very little specularity, ''SSSDolphinMat'' is for a more realistic Sub Surface Scattering skin shader under water and ''WetBodyMat'' is for use out of water. The ''Scale'' attribute on the ''DolphinControl'' curve also scales the SSS attributes in the algorithm control of the SSS shader