Goldfinch

$160

Standard License | Upgrade License
Formats (10)
Free file format Conversions available
Native | Lightwave 8.5 | Default Scanline
3ds Max 2008 | Default Scanline
Cinema 4D r13 | Default Scanline
3ds Max 2017 | mental ray
3ds Max 2017 | V-Ray 3.4
Lightwave 2019 | Default Scanline
OBJ
FBX
Specifications
Publish Date September 10, 2012
Product ID 692688
Polygons 8,757
Vertices 13,454
Polygonal Quads/Tris Geometry
Textures
Materials
UV Mapped
Mixed Unwrapped UVs
Rigged
Animated
PBR
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r189
151 Products | Contributor Since 2005
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Description

Goldfinch

Rigged and Animated for:

Rigged and Animated for:
LightWave 8.5 and up
Lightwave 2019 PBR maps
3ds Max 8 and up
3DS MAX 2017 and up PBR maps
3DS MAX 2017 and up VRAY 3.4 maps
MAX 2017 generated FBX
MAX 2009 generated FBX
Lightwave 2015 generated FBX
OBJ - includes base object and all morph target objs

Both 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.

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The main controlling object is the 'ROOT' bone

I have provided several scene files to get you started:

A Base Scene (no animation base pose)

Fly loop
Land and Take Off

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 21 Morph targets. (LightWave)
There are 16 Morph targets. (Max)
There are 21 Morph targets. (C4D)

The 'Mouth' phonemes are controlled by 8 Morph targets:

located when you select the mesh and go to 'Object' => 'Properties' => 'Deform' (LightWave)

located when you select the 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 the following Morph positions

Fold-Complete, Fold-Complete1, WingTipsSpread-01, WingTipsSpread-02 (LightWave)

FoldedWing, WingtipSpread01, WingtipSpread02 (Max)

The Tail spread is controlled via Morph target 'TailSpread', 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 eyelids and eyebrows can be manipulated via:
EyebrowsDN, EyebrowsUP, EyelidClosed (Both)

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.
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The model is made hi resolution by using Sub-Patching of TurboSmooth, so the actual geometry is much less than the rendered geometry.

LightWave
Real Geometry:
13454 vertices
8757 polygons

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3ds Max
Real Geometry:
13478 vertices
8757 polygons

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C4D
13463 vertices
8759 polygons


The feathers are geometry so no plug-in are required. This also allows the model to render very quickly, especially when compared to hair type plug-in.

The Maps:
image
bump
transparency
translucency

are RGB or grayscale, 200dpi, 2666px X 2666px

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