Flyboy - Flieger - Pilot 3D-Modell
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Funktioniert aus dem Kasten heraus
Spezifikationen
- Geometriepolygonal_quads only
- Polygone15,577
- Scheitelpunkte16,955
- TexturenYes
- ManipuliertenYes
- AnimiertYes
- Bereit zum Drucken in 3DNo
- Spielbereit (low poly)No
- UV-kartiertYes
- Unverpackte UVsnon-overlapping
Beschreibung
Flyboy Barnstorm Pilot
Flyboy Barnstorm Pilot Rigged and Animated for Lightwave version 11.6 and up and for 3DS Max version 8.5 and 3DS Max version 2017 and up
*************** MAX USERS***************
This model uses Tangent Directx Normal maps. For 3DS Max users, the 3DS Max 2009 and 2017 model work correctly as is. If you import this into a later version of 3DS Max (I dont know when they changed things) youll 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:
Flyboy_Zero-Scarf (base T-Pose and Rigged Scene)
Flyboy_StartWalk-scarf
Flyboy_Pose-Scarf_02
I dont 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 object
In Max the LOC-POINT moves the entire rigged object
MAX: The main controlling Object CtrlC_COG 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_Elbowand 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 youll 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
The eyes have bone control for position or you can use the Eye morphs to control position.
The Z-RT_ThickFingers, Z-THinner 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 Scarf and helmet are optional (their visibility can be turned on or off as desired).
The scarf has 2 morph targets that lower the left and right corners (below the chin) so that when the head is rotated, you can move the scarf out of the way). The scarf is also rigged so that you can position it and let it flap in the breeze.
The helmet also has two morph targets - these move the goggles into 2 different positions on the forehead. The helmet is also rigged so that you can position the flaps and straps as you rotate the head.
T
Nov 13, 2021
Datum hinzugefügt
Sep 30, 2022
letztes Update
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