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CARDINAL, FEMALE 2012 for Lightwave

by r189
Lightwave 8.5  |  Default Scanline
3D Model Specifications
13,717 Polygons
16,711 Vertices
Polygonal Geometry
UV Mapped
Mixed Unwrapped UVs
Product ID: 653589
157 Products
Since 2005

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CARDINAL, FEMALE 2012 for Lightwave…
This is an updated version of my CARDINAL, female model.

This version has been completely re-rigged and re-animated.

The most inportant change is the addition of bones to manipulate the wings, as well as the original morph targets,

Rigged and Animated for Lightwave 8.5 and up

This model comes 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

'Cardinal-F-2012-ZERO.lws' is the name given to my BASIC set up, no animation.

I have provided several scene files to get you started:
Fly loop

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

There is 1 'neck' bone, a 'head' bone and a 'lower beak' bone.

There are 33 Morph targets.

The 'Mouth' phonemes are controlled by 9 Morph targets located when you select the CROW mesh and go to 'Object' => 'Properties' => 'Deform'.

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

The wings are controlled by 3 bones each
and have 17 Morph positions, including flapping and folded positions

Fold-05a 3
Fold-05a 4
Fold-05a 5
Fold-05a 6
Fold-05a 7

The Tail spread is controlled via Morph target 'Tail-Opened', 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 crest can be raised via a morph target

The eyes can be manipulated via a morph target.

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.

Real Geometry:
16711 verticies
13717 polygons
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