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Cardellino europeo Modello 3D

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r189

specificazioni

  • Geometriapolygonal_quads only
  • poligoni12,740
  • vertici18,410
  • TexturesYes
  • riggedYes
  • AnimatoYes
  • Prontabile in 3DNo
  • Gioco pronto (low poly)No
  • UV mappatoYes
  • UV non avvoltooverlapping

Formati e file

FBX
(.fbx)
20 MB

EGFLW2015-FBX.rar
FBX
(.fbx)
25 MB

EGF-MAX2017-FBX.rar
FBX
(.fbx)
23 MB

EGF-MAX2009-FBX.rar
OBJ
(.obj)
22 MB

EGF_OBJ.zip
3ds Max
(.max)
22 MB

mentalray
EuropeanGoldFinchC-MAX - FIN.zip
Lightwave
(.lwo)
6 MB

default_scanline
EuropeanGoldFinch-B-LW - FIN.zip
Lightwave
1 MB

EGF-ANIM-WireFrame-LOW.mp4.zip
Lightwave
1 MB

EGF-ANIM-WireFrame-HiRes.mp4.zip
Lightwave
1 MB

EGF-Anim -HI-Color.mp4.zip

Descrizione

European Gold Finch Rigged and Animated for Lightwave 8.5 and up Rigged and Animated for 3DS MAx 8 and up MAX 2017 generated FBX MAX 2009 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. ------------------------- The main controlling object is the "ROOT" bone 'EGF-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: EGF-FlyLoop.lws EGF-LandTakeOff.lws The feet and legs are controlled by "LT-FootController" and "RT-FootController" respectively There are two 'neck' bones, a 'head' bone and a 'lower beak' bone. There are 23 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 10 Morph positions, including flapping and folded positions WingFold-01 WingFold-02 WingFold-03 WingFold-06 WingFold-06b WingTIpsDown WingTIpsSpread-01 WingTIpsSpread-02 WingTIpsSpread-03 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. ------------- 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. ----------- The model is made hi resolution by using Sub-Patching, so the actual geometry is much less than the rendered geometry. Both Models: European Gold Finch: Real Geometry: 18410 vertices 12740 polygons -------------------------- the maps are RGB or greyscale, 300dpi, 2666px X 2666px
Sep 28, 2020 Data aggiunta
Nov 12, 2025 ultimo aggiornamento

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