There are no facial Morph targets here.
But the models are built in quite low-poly version (4000 poligons), for easy creation morphemes in a case.
Apply TurboSmooth for rendering
there are 3 maps for each character (1024*1024): --- Diffuse, Normal bump and Displacement.
The Character is fully prepared for animating in Motion Builder.
inside the package you will find the file PARROT_animation-SETUP.FBX (MB7.0 format), with complete Characterization setup, Control Rig and sample animation. So, the model is ready for animation.
You can see on preview screenshot, that there are all IK contstraints prepared for the tail and ponytail hierarchies.
This additional bones have been included to the Character extension, so while animation the will be keyed authomatically with the body if you use 'full body' animation option.
Also, we used 'relation' constrain for creation automatic dynamic for tails. So, if you familiar with this technique, you can use it as well.
Also, for a case, you can find the Character Studio Biped skeleton stored in separated file.
PARROT_MAIN (max8).max -- the main scene with finally skinned models.
PARROT_animation-SETUP.FBX -- Motion Builder (version 7.0) characterization setup. + sample animation
PARROT_CS-byped-skeleton (max8).max -- Character Studio biped skeleton only
PARROT-animated (max9).max -- the sample of animated model (max 9)