Rigged and Animated for: LightWave 8.5 and up 3ds Max 8 and up MAX 2017 generated FBX MAX 2009 generated FBX Lightwave 2015 generated FBX OBJ - includes base object and all morph target objs
Quad and Tirs Geometry
Both models come with several pre-animated scenes to get you started.
The feathers are geometry so they render fast and no plugins are needed.
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: Zero Land-Take off Fly loop
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 is 1 'neck' bone, a 'head' bone and a 'lower beak' bone.
There are 19 Morph targets. (Lightwave) There are 18 Morph targets. (Max)
The 'Mouth' phonemes are controlled by 8 Morph targets: located when you select the CROW mesh and go to 'Object' => 'Properties' => 'Deform' (Lightwave) located when you select the CROW 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 1 Morph position, to spread the wing tips and 4-5 morph positions to manipulate the wing
WingTipSpread-1, WingTipSpread-2, WingFold-2, WingFold-3 (Lightwave) WingTipSpread-1, WingTipSpread-2, WingFold-1, WingFold-2, WingFold-3 (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.
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, so the actual geometry is much less than the rendered geometry.
LIGHTWAVE: Real Geometry: 26,709 verticies 17,072 polygons
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