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.
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
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. ------------- 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
------------ 3ds Max Real Geometry: 13478 vertices 8757 polygons
------------- 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.