by r189
All Extended Uses
Included Formats
Sep 18, 2012
CheckMate Pro Certified
Lightwave 8 Native Default Scanline
3ds Max 8.5 Default Scanline
3D Model Specifications
Product ID:692688
Geometry:Polygonal Quads/Tris
UV Mapped:Yes
Unwrapped UVs:Yes, overlapping
TurboSquid Member Since January 2005
Currently sells 144 products
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Rigged and Animated for:

LightWave 8.5 and up

3ds Max 8 and up

Both models come with several pre-animated scenes to get you started.

The wings are animated using the 3 bones within each. The wings are folded using one of several morph targets.

You can also make adjustments, like spreading the wing tip feathers and spreading the tail using morph targets.


The main controlling object is the 'ROOT' bone

I have provided several scene files to get you started:

A Base Scene (no animation base pose)

Fly loop
Land and Take Off

The feet and legs are controlled by 'LT-Foot' and 'RT-Foot' respectively. (LightWave)

The feet and legs are controlled by 'LT-FootControl' and 'RT-FootControl' respectively. (Max)

There are 2 'neck' bones, a 'head' bone and a 'lower beak' bone.

There are 21 Morph targets. (LightWave)
There are 16 Morph targets. (Max)

The 'Mouth' phonemes are controlled by 8 Morph targets:

located when you select the Blue Jay mesh and go to 'Object' => 'Properties' => 'Deform' (LightWave)

located when you select the Blue Jay mesh and go to 'Modify' => 'Morpher' (Max)

But the mouth can be opened and closed with a bone as well.

The wings are controlled by 3 bones each
and have the following Morph positions

Fold-Complete, Fold-Complete1, WingTipsSpread-01, WingTipsSpread-02 (LightWave)

FoldedWing, WingtipSpread01, WingtipSpread02 (Max)

The Tail spread is controlled via Morph target 'TailSpread', the Tail bone controls position and rotation.

The toes are controlled by 12 bones on each foot.

To fold the wings use the morphs noted above.

The eyelids and eyebrows can be manipulated via:
EyebrowsDN, EyebrowsUP, EyelidClosed (Both)

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

Don't panic, the solution is to 'zero' out your wing bone positions, as or just before you apply the 'Morph' targets.
The model is made hi resolution by using Sub-Patching of TurboSmooth, so the actual geometry is much less than the rendered geometry.

Real Geometry:
13454 vertices
8757 polygons

Sub patched Geometry:
35028 vertices
43308 polygons
3ds Max
Real Geometry:
13478 vertices
8757 polygons

TurboSmothed Geometry:
43888 vertices
69000 polygons

The feathers are geometry so no plug-in are required. This also allows the model to render very quickly, especially when compared to hair type plug-in.

The Maps:

are RGB or grayscale, 200dpi, 2666px X 2666px
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