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Victorian Gent - Rigged - one model 2 versions 3D model

by r189
FORMATS
NATIVE
Lightwave 11.6  |  Default Scanline
3ds Max 2009  |  mental ray
3ds Max 2020  |  V-Ray 4.10.03
3ds Max 20  |  Arnold
FBX 2014
OBJ
FBX
3D Model Specifications
11,764 Polygons
12,265 Vertices
Polygonal Quads only Geometry
Textures
Materials
UV Mapped
non-overlapping Unwrapped UVs
Rigged
Animated
Product ID: 1378137
158 Products
Since 2005
1

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Victorian Gent - Rigged - one model 2 versions

Victorian Gent - one model 2 versions Rigged and Animated for Lightwave version 11.6 and up and for 3DS Max version 8.5 and 3DS Max 2017 and up

This model comes with several pre-animated scenes to get you started:
Man8_VG2_Zero_Fin (base T-Pose and Rigged Scene)
Man8_VG2_StartWalk-Fin
Man8_VG2_WalkCane_Fin
SIG_VG_Both_01

In Lightwave “VG-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_Elbow”and “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_Shoulder” and “RT_Shoulder” and “LT_Knee_Rotate” and “RT_Knee_Rotate” objects - a bit tricky at first, but you’ll 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.

The Z-RT_ThickFingers morphs are to make the fingers thicker while using bones to form the hand into a fist. The bones tend to make the finger thinner when bent to extremes - these morphs are intended as a fix for that.

The Top Hat and Walking stick are optional (their visibility can be turned on or off as desired).

There are 53 morphs in this object - 8 of them are Phoneme controls:
0-A, 0-CDGJKNSTYZ, 0-Closed, 0-E, 0-FV, 0-LT, 0-MBP, 0-O, 0-U, 0-WQ, CheeksPuffed, Eyebrow-Arch-LT, Eyebrow-Arch-RT, Eyebrow-DN-LT, Eyebrow-DN-RT, Eyebrows-DN-Both, Eyebrows-IN-Both, Eyes-DN, Eyes-LT, Eyes-Open-Wide, Eyes-Open, Eyes-RT, Eyes-Up, HandsSmaller, Jaw-Back, Jaw-DN, Jaw-Forward, Jaw-LT, Jaw-RotateZ-LT, Jaw-RT, Lip-Lower-In, LT_BootBack-DN,, MidMouth-LT, MidMouth-RT, Mouth-DN, Mouth-Frown, Mouth-Open-Wide, Mouth-Open.lwo
Mouth-RotateZ-RT, Mouth-Up, Mouth-Whistle, Nose-Scrunch, RT_BootBack-DN,, Smile, Snarl-LT, Snarl-RT, Squint, UpperLip-IN, UpperLip-OUT, Z-LT_ThickFingers, Z-RT_ThickFingers, Fatsuit, Thinsuit, Z-THinner

But if you have positioned the model by moving the bones, AND you try to use some morph targets, you may have some pretty weird distortions that will freak you out.

Don't panic, the solution is to 'zero' out your bone positions, as or just before you apply the 'Morph' targets.
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See Readme for full information

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