Victorian Gent - Rigged - one model 2 versions
Victorian Gent - one model 2 versions Rigged and Animated for Lightwave version 11.6 and up and for 3DS Max version 8.5 and 3DS Max 2017 and up
OBJ Files include the base object and the 53 morph target objects.
*************** MAX USERS***************2009 and 2017 versions are already setup and work correctly.
This model uses Tangent Directx Normal maps. For 3DS Max users, the 3DS Max 2009 model works correctly as is. If you import this into a later version of 3DS Max (I don’t know when they changed things) you’ll need to: 1) goto CUSTOMIZE => PREFERENCES => “GAMA and LUTE => Turn off LUTE 2) goto CUSTOMIZE => PREFERENCES => bottom of screen - “Normal Bump Mode” => Select Directx, so it reads the maps correctly.
Even then, in the newer versions of Max the Normals maps will be very low (not showing up well) - They are there and will work, you just need to “turn up the volume” on them. So for “Body” instead of 1.0 in the “normal map” node use 1.2 or higher and in the “additional Bump” node instead of 0.08 use 0.008.*************** MAX USERS***************
This model comes with several pre-animated scenes to get you started:Man8_VG2_Zero_Fin (base T-Pose and Rigged Scene)Man8_VG2_StartWalk-FinMan8_VG2_WalkCane_FinSIG_VG_Both_01
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.
In Lightwave “Flyboy-MainLayer” moves the entire rigged objectIn Max the “LOC-POINT” moves the entire rigged object
MAX: The main controlling Object “CtrlC_COG” attached to ROOT boneLW: 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” objectsLW: 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 controllersLW: The Head, Neck, shoulders, fingers and spine(s) all have their own bones as controllers
The eyes have bone control for position or you can use the Eye morphs to control position.
The Z-RT_ThickFingers morphs are to make the fingers thicker while using bones to form the hand into a fist. The bones tend to make the finger thinner when bent to extremes - these morphs are intended as a fix for that.
The Top Hat and Walking stick are optional (their visibility can be turned on or off as desired).
There are 53 morphs in this object - 8 of them are Phoneme controls:0-A, 0-CDGJKNSTYZ, 0-Closed, 0-E, 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-DN, Eyes-LT, Eyes-Open-Wide, Eyes-Open, Eyes-RT, Eyes-Up, HandsSmaller, Jaw-Back, Jaw-DN, Jaw-Forward, Jaw-LT, Jaw-RotateZ-LT, Jaw-RT, Lip-Lower-In, LT_BootBack-DN,, MidMouth-LT, MidMouth-RT, Mouth-DN, Mouth-Frown, Mouth-Open-Wide, Mouth-Open.lwoMouth-RotateZ-RT, Mouth-Up, Mouth-Whistle, Nose-Scrunch, RT_BootBack-DN,, Smile, Snarl-LT, Snarl-RT, Squint, UpperLip-IN, UpperLip-OUT, Z-LT_ThickFingers, Z-RT_ThickFingers, Fatsuit, Thinsuit, Z-THinner
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.Geometry:LightwaveMan 11,619 verticies11,156 polys
Top Hat462 verticies440 polys
Walking Stick176 verticies162 polys
Ground8 verticies6 polys
Total12,265 verticies
11,764 polysMAX (Man,Top Hat, Walking stick, Ground)15,906 verticies
15,340 polysImage maps are 4k