Rigged and Animated for:
Lightwave 8.5 and up
3DS MAX 8 and up
MAX 2009 generated FBX
MAX 2014 generated FBX
Lightwave 2014 generated FBX
OBJ - includes base object and all morph target objs
All Quad Geometry
Both models come 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
I have provided several scene files to get you started:
Land and Take Off
The feet and legs are controlled by "LT-Foot" and "RT-Foot" respectively. (Lightwave)
The feet and legs are controlled by "LT-FootControl" and "RT-FootControl" respectively. (Max)
There is 1 'neck' bone, a 'head' bone and a 'lower beak' bone.
There are 22 Morph targets. (Lightwave)
There are 19 Morph targets. (Max)
The 'Mouth' phonemes are controlled by 8 Morph targets:
located when you select the Blue Jay mesh and go to "Object" => "Properties" => "Deform" (Lightwave)
located when you select the Blue Jay mesh and go to "Modify" => "Morpher" (Max)
But the mouth can be opened and closed with a bone as well.
The wings are controlled by 3 bones each
and have 2 Morph positions, to spread the wing tips and 5 morph positions to fold the wing
Fold1, Fold2, Fold3, Fold4, Fold8, WingTipsSpread-01, WingTipsSpread-02 (Lightwave)
WingFold01, WingFold02, WingFold03, WingSpread01, WingSpread02 (Max)
The Tail spread is controlled via Morph target "TailSpread", the Tail bone controls position and rotation.
The toes are controlled by 12 bones on each foot.
To fold the wings use the morphs noted above.
The eyelids and eyebrows can be manipulated via:
EyebrowsDN, EyebrowsUP, EyelidClosed (Both)
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.
The model is made hi resolution by using Sub-Patching of Turbosmooth, so the actual geometry is much less than the rendered geometry.
Sub patched Geometry:
The feathers are geometry so no plugins are required. This also allows the model to render very quickly, espcially when copmared to hair type plugins.
the maps are RGB or greyscale, 200dpi, 2666px X 2666px
Additional Youtube previews:
BJ TT COLOR
BJ TT Grey
BJ Anim Color
BJ Anim GREY HI
BJ Anim Grey