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Wall Mount Arm IK 3D model

$99
or
Royalty Free License
- All Extended Uses
Included Formats
Blender 2.79b Cycles Render
3D Studio
Collada
STL
FBX
OBJ

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3D Model Specifications
Product ID:1327049
Published:
Geometry:Polygonal Quads only
Polygons:1,080
Vertices:1,074
Textures:No
Materials:Yes
Rigged:Yes
Animated:No
UV Mapped:Yes
Unwrapped UVs:Yes, non-overlapping
Artist
TurboSquid Member Since April 2018
Currently sells 36 products
Achievements:
Product Rating
Unrated
Description
The model represents a fully rigged version of an adjustable wall mount arm for various VESA-compatible equipment (primarily displays).

Specifications:

Quads only topology, fully subdividable, rigged with 6-joints (bones) armature.

Units: Metric

Bounding dimensions (at full length, no elevation):
12 x 47 x 24 cm

Mounting standard: VESA-100 (100 mm center-to-center between holes).

Mounting holes diameters: 6 mm (VESA side), 8 mm (wall side).

The model consists of 8 objects (see disassembly picture in wireframes - numbered from right to left) with following properties:

1) WallmountArm wall-side base.

2) arm1 (horizontal rotation, constraints: +-105 degrees).

3) joint1 (horizontal rotation, unconstrainted).

4) arm2 (elevation control (pitch axis), constraints: -75 to +60 degrees).

5) joint2 (additional pitch control, constraints: -75 to +45 degrees).

6) arm3 (horizontal rotation, constraints: +-90 degrees).

7) joint3 (spin control (roll axis) - for, say, changing mounted display orientation from landscape to portrait etc - constraints: -90 to 0 degrees).

8) VESA100 mounting pad.

All constraints are implemented via IK (Inverse Kinematics) bone constraints within 6-bones rigging armature instead of simple parenting, thus allowing easier positioning / tracking control.

Materials:

Two procedural PBR materials (PBR_Steel, PBR_DarkSteel) based on Principled shader, thus compatible with modern PBR renderers. No textures used.

UVs unwrapped.

HDRi environment map (Blue Grotto, public domain) packed in .blend for more realistic reflections, as well as put into supporting items separately.

All imagery is done via Cycles / Filmic (Base Contrast profile), no post-processing.
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