ドラゴンブルーゴールドアニメーション

$599

標準ライセンス | アップグレードライセンス
エディトリアル使用のみ
フォーマット (5)
無料のファイル形式変換が利用可能
Native | Maya 2020 | Arnold
Maya 2018 | Arnold
FBX
OBJ
仕様
公開日 July 28, 2020
製品番号 1597679
多角形 21,262
頂点 21,646
多角形四角形のみ
テクスチャ
材料
UVマップ
混合アンラップUV
堅い
アニメ化
PBR
TurboSquid 限定
member avatar
triduza
282 製品 | Contributor 以来 2007
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説明

Animated 3D model of Golden Blue Dragon, created in Maya 2018.
Real-world scale.
Units: cm.
Model is scalable (use Main_Control's scale to rescale rig, displace value need to be adjusted manually after rescale).
Clean topology with quad polygons only.
All objects properly named.

Polygons:
Faces: 21262
Vertices: 21646

Rig description:
Model rigged with Triduza’s UniRigz system (6th Generation rig) and ready for animation.
UniRigz can easily bake animations, which can be exported to .FBX (read tips during baking)

UniRigz can do 2 types of baking:
-free joints - will bake all joints separated from hierarchy, this way is faster, but not recommended if you need to export animations to game engines like Unreal Engine or Unity.
-keep hierarchy - will keep skeletal hierarchy, but baking is slower. Works perfect with game engines, but may have issues with Cinema4d.

To activate Unirigz panel, select green W in viewport.
You can save and load poses of model, mirror and flip controllers, easily switch between IK and FK and use dynamics for some parts of model to achieve more realistic behavior.
Please watch attached video with rig preview.
Rig readme file included.

Animations:
Dragon_A_fly.mb - 29 frames of looped animation, can be extended to infinity
Dragon_A_fly2.mb - 139 frames of looped animation, can be extended to infinity
Dragon_A_attack.mb - 162 frames of looped animation, can be extended to infinity
Dragon_A_attack2.mb - 199 frames of looped animation, can be extended to infinity
Dragon_A_walk.mb - 60 frames of looped animation, can be extended to infinity
Dragon_A_land_attack_takeoff.mb - 560 frames, includes: landing, attack and takeoff animations.

All animations using dynamics! To set dynamics initial state you need to play animation once to the end and then Reset dynamics on UniRigz panel or Set initial state for all dynamics in Fields/Solvers menu.

Files:
Dragon_Rig.mb - main product file.
Dragon_Rig_NoDynamics.mb - same as main file, but without dynamics, works faster in viewport.
Also you can turn off dynamics in main file in UniRigz panel, but because skeleton still have connections to dynamic joints it will slow down playback, recommended to animate with NoDynamics file, but use it as referenced and when animations finished, switch to main file and tune dynamics.
Dragon_Poster.mb - main product image with motion blur at frame 13.
Dragon_Poses.mb - 10 poses with different camera angles.
All animation scenes, poses and poster using Dragon_Rig.mb as reference
Dragon_FoldedWings.pos - pose file for folded wings, can be loaded from UniRigz panel.
button1.png, button2.png, button3.png, button4.png, button5,.png button6.png, bg.png - images used by UniRigz.
Dragon_OBJ.obj - Model exported to .obj format (without rig).
Dragon_FBX.fbx - Model exported to .fbx with skeleton attached (without rig controls, membrane joints attached to closest parent).
Dragon_Animations_FBX_FREE - baked animations with free joints
Dragon_Animations_FBX_SKEL - baked animations with skeletal hierarchy

Textures (PBR):
Dragon_Body_Basecolor.png (8192x8192)
Dragon_Body_Roughness.png (8192x8192)
Dragon_Body_Metalness.png (8192x8192)
Dragon_Body_Displace.png (8192x8192)
Dragon_Body_Normal.png (8192x8192)
Dragon_Body_SSS.png (8192x8192)
Dragon_Body_SSSScale.png (8192x8192)
zPoolSt.exr (4096x2048) environment map

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  • 無制限の法的保護(補償)
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  • 割り当て可能なモデルの権利
  • $1,000,000 法的保護(補償)
  • 差し止めによる救済の放棄
  • 割り当て可能なモデルの権利
  • $250,000 法的保護(補償)
  • 割り当て可能なモデルの権利
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