Description
Highwayman - Rigged and Animated for Lightwave version 2019 and up and for 3DS Max version 2020 and up
human, person, people, man, character, Highwayman, bandit, highway man, robber, turpin, outlaw, brigand, thief, rogue, thug, victorian, regency, rig, animated, walk cycle
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Man WITH HAIR CARDS: 35,574 polys
WITHOUT HAIR CARDS: 21,144 polys
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The poses displayed here are derived from the rigged models - POSED RIGGED SCENES ARE INCLUDED - POSES THAT ARE NOT RIGGED ARE NOT INCLUDED
- if you require one of the poses unrigged, as an FBX or OBJ, contact me and I will create them for you. Do not purchase this model if you expect to find the poses as stand alone FBX or OBJ objects.
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This model comes with several pre-animated scenes to get you started:
HIWYMan_ANIM_001b - Maskless
HIWYMan_ANIM_001b-RED-Maskless
HIWYMan_ANIM_Walk_Cycle
HIWYMan_ANIM_Walk_Long-1
HIWYMan_Turn-Aim-ANIM_001a
HIWYMan_ZERO_Maskless
HIWYMan_ZERO
- HIWYMan_ZERO - Is the basic non animated - rigged scene
There is also a RENDERS folder in each set that has a handful of scenes that reflect the images shown on this page.
Lightwave: I don’t like to have too many control objects in my rigs, I like them simple and so I try to access the bones directly as often as possible. you can remove or add to the control objects I have placed on the rig.
MAX: has many different controllers as well as direct bone manipulation
In Lightwave “Highwayman MASTER” moves the entire rigged object
In Max the “LOC-POINT” moves the entire rigged object
MAX: The main controlling Object “LOC-POINT” attached to ROOT bone
LW: The main controlling Bone is the ROOT bone
Max: The feet and legs are controlled by LT-Foot and RT-Foot objects respectively. When you select a foot controller in Max under the “Modify” menu you will find “Custom Attributes” which have Heel To and Ball of foot controls.
LW: The feet and legs are controlled by LT-Foot and RT-Foot bones respectively. LW has “Lt_ToeControl” and “RT_ToeControl” for horizontal toe control - LW Also has “LT_OnToes” and “RT_OnToes” to rock toes up
Max: The hands are controlled by the “CtrlC_LT_Hand” and “CtrlC_RT_Hand” objects
LW: The hands are controlled by the “LT_Hand” and “RT_Hand” Bones
Max: the Knees and Elbows are managed by “CtrlC_LT_Elbow”and “CtrlC_RT_Elbow” and “CtrlC_LT_Knee” and “CtrlC_RT_Knee” objects
LW: the Knees and Elbows are a bit different and are managed by “LT_Shoulder” and “RT_Shoulder” and “LT_Knee_Rotate” and
“RT_Knee_Rotate” objects - a bit tricky at first, but you’ll get the hang of it
Max: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers
LW: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers
Use Eye morphs to control eye
There are 49 Morph targets:
0-FV, 0-LT, 0-MBP, 0-O, 0-U, 0-WQ
CheeksPuffed, Eyebrow-Arch-LT, Eyebrow-Arch-RT, Eyebrow-DN-LT, Eyebrow-DN-RT, Eyebrows-DN-Both, Eyebrows-IN-Both, Eyes-Open-Wide, Eyes-Open, Eyes-DN, Eyes-LT, Eyes-RT, Eyes-Up, Jaw-Back, Jaw-DN, Jaw-Forward, Jaw-LT, Jaw-RotateZ-LT, Mouth-RotateZ-RT, Jaw-RT, Lip-Lower-In, Mask-Extend-Left, Mask-Extend-Right, MidMouth-LT, MidMouth-RT, Mouth-DN, Mouth-Frown, Mouth-Open, Mouth-Pucker, Mouth-Whistle, Nose-Scrunch, Smile, Snarl-LT, Snarl-RT, Squint, UpperLip-IN, UpperLip-OUT, z-Cape-With-Sword, z-Pistol-Tucked
But if you have positioned the model by moving the bones, AND you try to use some morph targets, you may have some pretty weird distortions that will freak you out.
Don't panic, the solution is to 'zero' out your bone positions, as or just before you apply the 'Morph' targets.
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Notes:
There is a bone located on the upper right chest: The CAPE-Pistol Handle bone - it allows you to alter the cape's position if the pistol handle protrudes.
There is also a short sword under the Cape on the left hip - it's position can be controlled via the Sword-Dummy, and if used activate the z-Cape-With-Sword morph target, this molds tha cape around the sword handle.
In a like manner, there is a Pistol-Dummy that allows for fine tuning of the position of the Flintlock pistol tucked into his belt - activate the z-Pistol-Tucked morph target to make his belt fit around the pistol - or remove the pistol and do not invoke that morph target.
In Lightwave there is a model with the Mask layer turned off, if you don't want the mask to showIn Max you can go into the Slate Material Editor scroll down the HyWyMn-3 material find (71) Mask and swap the Mask material for the Mask Hidden Material - to make the mask go away.
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Geometry:
Lightwave
Man WITH HAIR CARDS
61,799/ verticies
35,574 polys
Ground
8 verticies
6 polys
Total
61,807 verticies
35580 polys
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WITHOUT HAIR CARDS
23,319 verts
21,144 polys
Ground
8 verticies
6 polys
Total
23,327 verticies
21,150 polys
MAX (Man,Top Hat, Walking stick, Ground)
63.459 verticies
38,054 polys
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Image maps are 4k
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Youtube sample videos:
HIWYMan_ANIM_01a-maskless.mp4
https://youtu.be/ehpagRLKXws
HIWYMan_ANIM_001a-v1.mp4
https://youtu.be/jnZSiYBkMKg
HIWYMan-Walk-WIRE
https://youtu.be/HzsbrLI0ElQ
HIWYMan-Walk.mp4
https://youtu.be/S1QzFHjhKvM
0-TT_HIGH.mp4
https://youtu.be/rki3UQXuIFo
0-TT-GREY.mp4
https://youtu.be/GP04L01ayNk
0-HighWayMan-Morphs.mp4
https://youtu.be/mSvo6kDvd0w