Eurasian Bullfinch
All Quad Geometry
Rigged and Animated for Lightwave 8.5 and up
Rigged and Animated for 3DS MAX 8 and up
MAX 2009 generated FBX
MAX 2017 generated FBX
Lightwave 2015 generated FBX
OBJ - includes base object and all morph target objs
The feathers are geometry so they render fast and no plugins are needed.
This model comes 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.
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The main controlling object is the ROOT bone
‘EABF-ZERO.lws' is the name given to my BASIC set up, no animation, but it is rigged.
I have provided several scene files to get you started:
EABF-FlyLoop.lws
EABF-LandTakeOff.lws
The feet and legs are controlled by LT-FootController and RT-FootController respectively (Lightwave)
The feet and legs are controlled by LT-FootController and RT-FootController respectively (3DS MAX)
There are two 'neck' bones, a 'head' bone and a 'lower beak' bone.
There are 18 Morph targets.
The 'Mouth' and phonemes are controlled by 9 Morph targets located when you select the mesh and go to Object => Properties => "Deform”.(Lightwave)
The 'Mouth' and phonemes are controlled by Morph targets located when you select the EGF mesh and go to 'Modify' => 'Morpher'. (MAX)
The wings are controlled by 3 bones each
and have 5 Morph positions, including flapping and folded positions
WingFold-9a
WingFold-9g
WingTIpsDn
WingTIpsSpread-01
WingTIpsSpread-02
The Tail spread is controlled via Morph target “TailClosed, the Tail bone controls position and rotation.
The eyes have several morph targets:
EyeBrowsMUP-LT
EyeBrowsMUP-RT
EyelidsClosed
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.
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If, after turning the modifiers 'TurboSmooth' and 'Morph' on and off a few times, while setting up your animation, you may find that points on the model are suddenly no longer attached to their bones.
Save what you are doing, close Max and then reopen Max. Reopen your scene and you should be fine.
Max gets sometimes lost when the modifiers are turned on and off.
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The model is made hi resolution by using Sub-Patching, so the actual geometry is much less than the rendered geometry.
Both Models:
Eurasian Bullfinch:
Real Geometry:
18716 vertices
12919 polygons
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the maps are RGB or greyscale, 72dpi and 200dpi, 2666px X 2666px
Additional Youtube previews:
EABF Anim Color HI
https://youtu.be/ejDc-GQ5t-o
EABF Anim Grey HI
https://youtu.be/__-wel3hVCo
EABF Anim Grey LO
https://youtu.be/Azo8gOZ_3dc
EABF Anim2 Color HI
https://youtu.be/dBkPlpBCyjk
EABF Anim2 Grey HI
https://youtu.be/d2k-nU_UyXQ
EABF Anim2 Grey LO
https://youtu.be/GAVZ601OXHY
EABF Phonemes
https://youtu.be/LZXN87fmUrE
EABF TT Color HI
https://youtu.be/Bd3kIXpzBIo
EABF TT GREY HI
https://youtu.be/B_EMJM-gcGM
EABF TT Grey LO
https://youtu.be/qx_tEnqacps