- $10,000 in Legal Protection (Indemnification)
- $1,000,000 in Legal Protection (Indemnification)
- Waiver from injunctive relief
- Assignable model rights
- $250,000 in Legal Protection (Indemnification)
- Assignable model rights
51,522 Polygons
51,744 Vertices
Polygonal Quads only Geometry
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Textures
Materials
UV Mapped
Mixed Unwrapped UVs
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Rigged
Animated
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Have questions? Chat with us now.
Animation Baking Tool included!
Model can be exported to FBX in 2 clicks, run zzTab script and follow instructions.
You can select objects in RIG_Controls layer to select all controllers of model. Simply set to 0 if you need to reset position.
Model Exported to .obj format (without rig).
Model exported to .fbx with skeleton attached (without rig controls).
Animations (baked) exported to .FBX format.
Files:
T-rex_A_Walk.mb - contains infinite walking cycle animation (63 frames), you can set any length of your clip.
T-rex_A_Run.mb - contains infinite run cycle animation (54 frames)
T-rex_A_Walk_Roar.mb - contains infinite walk with roaring cycle animation (126 frames)
T-rex_A_Stand_Roar - contains infinite roaring cycle animation (169 frames)
T-rex_A_Eat.mb - contains infinite eating cycle animation (159 frames).
All animations using dynamics On (Main_Control), to reset dynamics, play animation once until the last frame and then select Solvers > Initial State > Set for all Dynamic
T-rex_Poses.mb - contains 7 shots with different poses and camera angles
T-rex_Poster.mb - contains main image with motion blur at frame 65.
All scenes use T-rex_Rigged.mb as reference.
Model Exported to .obj format (without rig).
NOTE: when importing FBX to 3dsmax, set system to 24fps before import.
Polygons:
Faces: 51522
Vertices: 51744
Textures:
T-rex_Diffuse.png (8192x8192)
T-rex_Glossiness.png (8192x8192)
T-rex_Displace.png (8192x8192)
T-rex_Normal.png (8192x8192)
T-rex_Specular.png (8192x8192)
zPoolSt.exr (4096x2048) environment map
Rig description:
Main_Control:
- Translate XYZ and Rotate XYZ - controls position and rotation of model
- Scale XYZ - scale model proportionally to avoid undesired deformations
MuscleDynamics, NeckDynamics, TailDynamics - control inertia of these body parts
DynamicsSwitch - switch from 0 to 1 to activate dynamics
body_Control - controls body position and rotation
tail_Control0-6 - control tail rotation
spine_Control1-2 - control spine rotation
neck_Control1-4 - control neck rotation and position (neck is stretchable and shrinkable)
head_Control - controls head rotation and position
jaw_Control - controls jaw opening
throat_Control - controls throat movement
tongue_Control1-4 - control tongue rotation and stretching
L_eye_Control - left eye target with attributes for Iris Size, Upper and Lower eyelids
R_eye_Control - right eye target with attributes for Iris Size, Upper and Lower eyelids
L_leg_Control - controls foot steps of left leg
L_ankle_Control - controls left ankle position
L_knee_Control - controls left knee
L_gastrochemius_Control - controls left gastrochemius muscle
L_foot_Control - controls bending of left foot
L_legfinger1_Control1-4, L_legfinger2_Control1-3, L_legfinger3_Control1-2, L_legfinger4_Control1-2 - control left leg fingers
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