Rigged and Animated for: LightWave 8.5 and up 3ds Max 8 and up 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 feathers are geometry so they render fast and no plugins are needed.
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: Zero Land-Take off Fly loop
(This Max zip also includes a file 'GV-ZERO 1 unit = 1 inch.max' in which the model is scaled to 1 unit = 1 inch; a more convenient size to work with than the System of 1 unit = 1 meter.)
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 3 'neck' bones, a 'head' bone and a 'lower beak' bone.
There are 30 Morph targets. (Lightwave) There are 30 Morph targets. (Max)
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 3 Morph position, to spread the wing tips and 10 morph positions to manipulate the wing
WingFold-A1 WingFold-A2b WingFold-A2d WingFold-A2e WingFold-A3 WingFold-A3b WingFold-A4 WingFold-A5 WingFold-A6 WingFold-A7 WingTIpsDN WingTIpsSpread-01 WingTIpsSpread-02 WingTIpsSpread-03 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
Griffon Vulture: 38788 verticies 19305 polygons
Tree: Real Geometry: 2399 verticies 2458 polygons
SkyGlobe Real Geometry: 266 verticies 288 polygons --------------------------
Vulture, Tree, Skyglobe Real Geometry: 41453 verticies 22051 polygons