Animated 3D model of Tyrannosaurus Rex or T-Rex (Gray color), created in Maya 2016.
Real-world scale.
Model is scalable (use Main_Control's scale to rescale rig).
Units: cm.
Clean topology with quad polygons only.
All objects properly named.
Model fully rigged and ready for animation.
Please watch attached video with rig preview.
Also rig's readme file attached.
Animation Baking Tool included!
Model can be exported to FBX in 2 clicks, run zzTab script and follow instructions.
You can select objects in RIG_Controls layer to select all controllers of model. Simply set to 0 if you need to reset position.
Model Exported to .obj format (without rig).
Model exported to .fbx with skeleton attached (without rig controls).
Animations (baked) exported to .FBX format.
Files:
T-rex_A_Walk.mb - contains infinite walking cycle animation (63 frames), you can set any length of your clip.
T-rex_A_Run.mb - contains infinite run cycle animation (54 frames)
T-rex_A_Walk_Roar.mb - contains infinite walk with roaring cycle animation (126 frames)
T-rex_A_Stand_Roar - contains infinite roaring cycle animation (169 frames)
T-rex_A_Eat.mb - contains infinite eating cycle animation (159 frames).
All animations using dynamics On, to reset dynamics, play animation once until the last frame and then select Solvers > Initial State > Set for all Dynamic
T-rex_Poses.mb - contains 7 shots with different poses and camera angles
T-rex_Poster.mb - contains main image with motion blur at frame 2.
All scenes use T-rex_Rigged.mb as reference.
Model Exported to .obj format (without rig).
NOTE: when importing FBX to 3dsmax set system to 24fps before import.
Polygons:
Faces: 51522
Vertices: 51744
Textures:
T-rex_Diffuse.png (8192x8192)
T-rex_Glossiness.png (8192x8192)
T-rex_Displace.png (8192x8192)
T-rex_Normal.png (8192x8192)
T-rex_Specular.png (8192x8192)
zPoolSt.exr (4096x2048) environment map
Rig description:
Main_Control:
- Translate XYZ and Rotate XYZ - controls position and rotation of model
- Scale XYZ - scale model proportionally to avoid undesired deformations
MuscleDynamics, NeckDynamics, TailDynamics - control inertia of these body parts
DynamicsSwitch - switch from 0 to 1 to activate dynamics
body_Control - controls body position and rotation, Breathe attribute controls breathe
tail_Control0-6 - control tail rotation
spine_Control1-2 - control spine rotation
neck_Control1-4 - control neck rotation and position (neck is stretchable and shrinkable)
head_Control - controls head rotation and position
jaw_Control - controls jaw opening
throat_Control - controls throat movement
tongue_Control1-4 - control tongue rotation and stretching
L_eye_Control - left eye target with attributes for Iris Size, Upper and Lower eyelids
R_eye_Control - right eye target with attributes for Iris Size, Upper and Lower eyelids
L_leg_Control - controls foot steps of left leg
L_ankle_Control - controls left ankle position
L_knee_Control - controls left knee
L_gastrochemius_Control - controls left gastrochemius muscle
L_foot_Control - controls bending of left foot
L_legfinger1_Control1-4, L_legfinger2_Control1-3, L_legfinger3_Control1-2, L_legfinger4_Control1-2 - control left leg fingers
R_leg_Control - controls foot steps of right leg
R_ankle_Control - controls right ankle position
R_knee_Control - controls right knee
R_gastrochemius_Control - controls right gastrochemius muscle
R_foot_Control - controls bending of right foot
R_legfinger1_Control1-4, R_legfinger2_Contr