Aviator WWI British Pilot - includes Cap, Helmet with goggles, swaggerstick
Aviator WWI British Pilot Rigged and Animated for Lightwave version 11.6 and up and for 3DS Max version 8.5 and 3DS Max version 2017 and up
*************** MAX USERS*************** This model uses Tangent Directx Normal maps. For 3DS Max users, the 33DS 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>> GAMA and> Turn off LUTE 2) goto>> bottom of screen - Normal Bump> 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***************
This model comes with several pre-animated scenes to get you started: Aviator_8-Zero (base T-Pose and Rigged Scene) Aviator_8-StartWalking Aviator_8-Salute
I dont like to have too many control objects in my rigs, I like them simple and so I try to access the bones directly as often as possible. you can remove or add to the control objects I have placed on the rig.
In Lightwave Aviator_8-MainLayer moves the entire rigged object In Max the LOC-POINT moves the entire rigged object
MAX: The main controlling Object CtrlC_COG attached to 'ROOT' bone LW: The main controlling Bone is the 'ROOT' bone
Max: The feet and legs are controlled by 'LT-Foot' and 'RT-Foot' objects respectively. When you select a foot controller in Max under the Modify menu you will find Custom Attributes which have Heel To and Ball of foot controls. LW: The feet and legs are controlled by 'LT-Foot' and 'RT-Foot' bones respectively. LW has Lt_ToeControl and RT_ToeControl for horizontal toe control - LW Also has LT_OnToes and RT_OnToes to rock toes up
Max: The hands are controlled by the CtrlC_LT_Hand and CtrlC_RT_Hand objects LW: The hands are controlled by the LT_Hand and RT_Hand Bones
Max: the Knees and Elbows are managed by CtrlC_LT_Elbowand CtrlC_RT_Elbow and CtrlC_LT_Knee and CtrlC_RT_Knee objects LW: the Knees and Elbows are a bit different and are managed by LT_Elbow_Control and RT_Elbow_Control and LT_Knee_Dir and RT_Knee_Dir objects - In addition, there are LT_KneeRotate and LRT_KneeRotate controls - a bit tricky at first, but youll get the hang of it
Max: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers LW: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers
The eyes have bone control for position or you can use the Eye morphs to control position.
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