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 Cinema4D R-13 and up MAX 2009 generated FBX OBJ - includes base object and all morph taraget objs
All 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: Take-Off Land Fly loop
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 is 1 'neck' bone, a 'head' bone and a 'lower beak' bone.
There are 25 Morph targets. (Lightwave) There are 18 Morph targets. (Max) There are 25 Morph targets. (C4D)
The 'Mouth' phonemes are controlled by 8 Morph targets: located when you select the CROW mesh and go to 'Object' => 'Properties' => 'Deform' (Lightwave) located when you select the CROW 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 1 Morph position, to spread the wing tips and 5 morph positions to fold the wing
Fold1, Fold2, Fold3, Fold4, Fold5, Fold6, Tips-Spread (Lightwave) Fold5, Fold6, Tips-Spread (Max) 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.
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, so the actual geometry is much less than the rendered geometry.
LIGHTWAVE: Real Geometry: 29992 verticies 23748 polygons ------------- MAX: Real Geometry: 30105 verticies 23243 polygons --------------- C4D-R13: Real Geometry: 29926 verticies 38213 polygons
the maps are RGB or greyscale, 150dpi, 2000px X 2000px