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Great Horned Owl 3D Model

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160
00
Royalty Free LicenseAll extended uses
Simple returns
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Works out of the box
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r189

Specifications

  • Geometrypolygonal_quads only
  • Polygons21,612
  • Vertices38,972
  • TexturesYes
  • RiggedYes
  • AnimatedYes
  • 3D Printable ReadyNo
  • Game Ready (low poly)No
  • UV MappedYes
  • Unwrapped UVsoverlapping

Formats & Files

Lightwave
(.lwo)
29 MB

default_scanline
GHO_Lightwave_85_Collect-B.zip
Maya
(.ma)
352 MB

maya_software
GHO_Maya_2013_Collect-B.zip
Cinema 4D
(.c4d)
122 MB

mentalray
GHO-C4D-R13_Collect-B.zip
3ds Max
(.max)
36 MB

vray 4.10
GHO_Max_2020_VRAY 4.10.rar
3ds Max
(.max)
36 MB

default_scanline
GHO_Max_2020 PBR-Art Render.rar
3ds Max
(.max)
40 MB

mentalray
GHO_Max_2009_Collect-C.rar
OBJ
(.obj)
54 MB

GHO_OBJ-Morphs.rar
FBX
(.fbx)
55 MB

GHO_MAX_2009_FBX.rar
FBX
(.fbx)
48 MB

GHO_LW_2015_FBX.rar
FBX
4 MB

Weight3.env

Description

Great Horned Owl Rigged and Animated for: Lightwave 8.5 3DS Max 2009 3DS Max 2020 PBR Art Render 3DS Max 2020 VRAY 4.10 MAYA 2013 C4D R16, and up MAX 2009 generated FBX OBJ - includes base object and all morph taraget 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. ------------------------- The main controlling objects are (this varies from format to format): GHO Null, Root, LT_Foot, RT_Foot GHO-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: GHO-Zero.lws GHOLandTakeOff.lws GHO-FlyLoop.lws The feet and legs are controlled by "LT-Foot" and "RT-Foot" [GHO_Locator, Root, FootController_RT, FootController_LT, GHO-Hypernurbs, Root, FootController_RT, FootController_LT] respectively. There are three 'neck' bones, a 'head' bone and a 'lower beak' bone. There are 29 Morph targets. The 'Mouth' and phonemes are controlled by 10 Morph targets located when you select the mesh and go to "Object" => "Properties" => "Deform" - Object" => Pose Morph Expression Tag - Blend Shape window all depending on format The wings are controlled by 3 bones each and have 8 Morph positions, including flapping and folded positions WingFold4-AtSide WingTipsSpread WingFold6Complete WingFold7Complete WingFold8Complete WingFold9Complete WingsCupped WingTips-DN WingTipsSpreadUp The Tail spread is controlled via Morph target 'Tail_Closed' and TailClosed, the Tail bone controls position and rotation. The eyes have several morph targets: EyeBrowsUP EyeBrowsDN EyelidsCOpened Eyes-Iris-Size Eyes-Pupil-Size The body's profile can be "streamlimned for flight with: Body_For_Flight Body-Head-Flatten BackForFlight2 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.
Sep 28, 2020 date added
Nov 03, 2025 last update

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