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Herring Gull - Lightwave Rigged and Animated

by r189
FORMATS
NATIVE
Lightwave 8.5  |  Default Scanline
3D Model Specifications
22,935 Polygons
14,690 Vertices
Polygonal Geometry
Textures
Materials
UV Mapped
Mixed Unwrapped UVs
Rigged
Animated
Product ID: 643593
159 Products
Since 2005
1

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Seagull, herring gull, bird, flight, fly, animated, rigged, sea, ocean, realistic, detailed, textures, materials, lightwave


Thayer's Herring Gull, Rigged and Animated for Lightwave 8.5 and up

This model comes with several pre-animated scenes to get you started.

The wings are animated using the 4 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

'HerringGull-ZERO' is the name given to my BASIC set up, no animation.

I have provided several scene files to get you started:
Take-Off
Land
Fly loop

The feet and legs are controlled by 'LT-FootRot' and 'RT-FootRot' respectively.

There are 3 'neck' bones, a 'head' bone and a 'lower beak' bone.

There are 21 Morph targets.

The 'Mouth' and phonemes are controlled by Morph targets located when you select the HG mesh and go to 'Object' => 'Properties' => 'Deform'.

The wings are controlled by 5 bones each
and have 6 Morph positions:
Fold-1Quarter
Fold-2Quarter
Fold-3Quarter
Fold-4Quarter
WingsFlightAngle
WingSpread

To make the wing more Horizontal when the body is tilted for flight, use the 'Morph' target 'WingsFlightAngle'.

The Tail spread is controilled via Morph taget '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.

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 wierd 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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