Rigged and Animated for Lightwave version 11.6 and up and for 3DS Max version 8.5 and 3DS Max version 2017 and up
This model comes in several flavours: Lightwave 2011 Standard maps, Lightwave 2019 PBR (Unreal) maps, Lightwave 2019 BSDF maps 3DS Max 2009: Standard 3DS MAX 2017: Standard 3DS MAX 2017: PBR 3DS MAX 2017: VRAY Also FBX generated from Lw 2011 FBX generated from Lw 2019 FBX generated from Max 2009 FBX generated from Max 2017 OBJ - includes base object and all morph taraget objs
*************** MAX USERS*************** This model uses Tangent Directx Normal maps. For 3DS Max users, the 3DS Max 2009 and 2017 model work correctly as is. If you import this into a later version of 3DS Max (I dont know when they changed things) youll need to: 1) goto CUSTOMIZE => PREFERENCES => GAMA and LUTE => Turn off LUTE 2) goto CUSTOMIZE => PREFERENCES => bottom of screen - Normal Bump Mode => Select Directx, so it reads the maps correctly.
Even then, in the newer versions of Max the Normals maps will be very low (not showing up well) - They are there and will work, you just need to turn up the volume on them. So for Body instead of 1.0 in the normal map node use 1.2 or higher and in the additional Bump node instead of 0.08 use 0.008. *************** MAX USERS***************
The feathers are geometry so they render fast and no plugins are needed.
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 objects are: Null, Root, LT_Foot, RT_Foot
CORVUS-ZERO is the name given to my BASIC set up, no animation, but it is rigged.
I have provided several scene files to get you started: CORVUS-Flyloop CORVUS-Land CORVUS-TakeOff CORVUS-ZERO
The feet and legs are controlled by 'LT-Foot' and 'RT-Foot' respectively.
There are three 'neck' bones, a 'head' bone and a 'lower beak' bone.
There are 24 Morph targets.
The 'Mouth' and phonemes are controlled by 9 Morph targets located when you select the mesh and go to 'Object' => 'Properties' => 'Deform' (Lightwave). _AI _CDGJKNSTY _E _FV _LT _MBP _O _U _WQ
The wings are controlled by 3 bones each and have 8 Morph positions, including flapping and folded positions
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