Rigged and Animated for: LightWave 2011 - Standard LightWave 2018 - BSDF LightWave 2019 - PBR - BSDF LightWave 2020 and up - PBR - BSDF 3ds Max 2009 and up - Standard 3ds Max 2020 and up - PBR - VRay 4.10 FBX - Max 2009 FBX - Max 2020 FBX- LW 2020 OBJ - includes base object and all morph taraget objs
All Quad Geometry
All models come 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
I have provided several scene files to get you started: Take-Off and Land 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 are 2 'neck' bones, a 'head' bone and a 'lower beak' bone.
There are 23 Morph targets.
The 'Mouth' phonemes are controlled by 9 Morph targets: located when you select the Cardinal mesh and go to 'Object' => 'Properties' => 'Deform' (Lightwave) located when you select the Cardinal 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 5 morph positions to fold the wing
The Tail spread is controlled via Morph target 'TailOpened', the Tail bone controls position and rotation.
The toes are controlled by 12 bones on each foot.
To fold the wings use WingFold_06 or WingFold_09.
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.
Morphs: AI, CDGJKNSTYZ, E, F, LT, MBP, O, U, WQ, Body-Flight, Budy-Puffed 1a, Body Puffed 2a, Crest1, Crest2, Crest3, EyelidsOpened, TailClosed, TailOpened, WingFold_06, WingFold_09, WingTipsDN, WingTIpSpread_01, WingTipSpread_02
The model is made hi resolution by using Sub-Patching, so the actual geometry is much less than the rendered geometry.
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