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建築乗り物キャラクター航空機家具エレクトロニクス動物たち植物兵器スポーツのフード解剖学
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Victorian Gent-Rigged-1モデル2バージョン 3Dモデル

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r189

仕様

  • ジオメトリpolygonal_quads only
  • 多角形11,764
  • 頂点12,265
  • テクスチャYes
  • 堅いYes
  • アニメ化Yes
  • 3Dプリント可能No
  • ゲームレディ(低ポリ)No
  • UVマップYes
  • ラップされていないUVnon-overlapping

フォーマットとファイル

Lightwave
(.lwo)
36 MB

default_scanline
VG_LW 2011.zip
FBX
(.fbx)
61 MB

G_FBX_LW.rar
OBJ
(.obj)
57 MB

G-OBJs_Morphs.rar
3ds Max
(.max)
38 MB

mentalray
VG_Max_2009B_STANDARD_Collect.rar
FBX
(.fbx)
4 MB

VG2_FBX_2018.rar
3ds Max
(.max)
159 MB

vray 4.10.03
VG_Max_2020B_VRAY-01_Collect.rar
3ds Max
(.max)
156 MB

arnold
VG_Max_2020B_ARNOLD_Collect.rar
3ds Max

0_PIX_VG_TT_Color_HI-1480.mp4
3ds Max

0_PIX_VG_TT_WIRE_HI-1480.mp4
3ds Max

0_PIX_VG_TT_WIRE_LO-1480.mp4
3ds Max

0_PIX_VG-WalkingStick-COLOR_HI_1480x.mp4
3ds Max
1 MB

0_PIX_VG-WalkingStick-WIRE_HI_1480x.mp4
3ds Max
1 MB

0_PIX_VG-WalkingStick-Wire_HI-800x.mp4
3ds Max
1 MB

0_PIX_VG-WalkingStick-Wire_LO-800x.mp4
3ds Max

0_PIX_VG2_TT_Color_HI-1480.mp4
3ds Max

0_PIX_VG2_WalkingStick_1480.mp4
3ds Max
1 MB

IX_VG_WalkingStick_WIRE-LO-1480.mp4
3ds Max

Man8_VG_WalkCane_FatSuit_1480x0001.mp4
3ds Max

P-Man8_VG-WalkingStick-Color_HI_800.mp4
3ds Max

P-Man8_VG2-WalkingStick-Color_HI_800.mp4
3ds Max

VG1-2_README.txt

説明

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

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-Fin
Man8_VG2_WalkCane_Fin
SIG_VG_Both_01

In Lightwave “VG-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_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

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.lwo
Mouth-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.
------------------------
See Readme for full information

Nov 13, 2021 追加日
Nov 13, 2021 最後の更新

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