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Great Horned Owl 3D model

by r189
$199
or
Royalty Free License
- All Extended Uses
Included Formats
Lightwave 8.5 Default Scanline
3ds Max 2009 mental ray
Maya 2013 Maya Software
Cinema 4D r13 mental ray

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3D Model Specifications
Product ID:1242196
Published:
Geometry:Polygonal Quads only
Polygons:21,612
Vertices:38,972
Textures:Yes
Materials:Yes
Rigged:Yes
Animated:Yes
UV Mapped:Yes
Unwrapped UVs:Mixed
Artist
TurboSquid Member Since January 2005
Currently sells 147 products
Achievements:
Product Rating
Unrated
Description
Great Horned Owl

Rigged and Animated for Lightwave 8.5, 3DS Max 2008, MAYA 2013, C4D R16, and up

The feathers are geometry so they render fast and no plugins are needed.

This model comes 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 objects are (this varies from format to format): GHO Null, Root, LT_Foot, RT_Foot

GHO-Zero.lws is the name given to my BASIC set up, no animation, but it is rigged.

I have provided several scene files to get you started:
GHO-Zero.lws
GHOLandTakeOff.lws
GHO-FlyLoop.lws

The feet and legs are controlled by 'LT-Foot' and 'RT-Foot' [GHO_Locator, Root, FootController_RT, FootController_LT, GHO-Hypernurbs, Root, FootController_RT, FootController_LT] respectively.

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

There are 29 Morph targets.

The 'Mouth' and phonemes are controlled by 10 Morph targets located when you select the mesh and go to 'Object' => 'Properties' => 'Deform' - Object' => Pose Morph Expression Tag - Blend Shape window all depending on format

The wings are controlled by 3 bones each
and have 8 Morph positions, including flapping and folded positions

WingFold4-AtSide
WingTipsSpread
WingFold6Complete
WingFold7Complete
WingFold8Complete
WingFold9Complete
WingsCupped
WingTips-DN
WingTipsSpreadUp

The Tail spread is controlled via Morph target 'Tail_Closed' and TailClosed, the Tail bone controls position and rotation.

The eyes have several morph targets:
EyeBrowsUP
EyeBrowsDN
EyelidsCOpened
Eyes-Iris-Size
Eyes-Pupil-Size

The body's profile can be 'streamlimned for flight with:
Body_For_Flight
Body-Head-Flatten
BackForFlight2

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 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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