Aviator WWI British Pilot - Low poly - rigged - animated 3D model

Aviator WWI British Pilot - Low poly - rigged - animated 3D model

cgtrader

human, person, people, character, aviator, WWI, World war I, great war, Pilot, aviator, rig, animated, walk cycle, biplane, bi-plane, spad, fokker, sopwith camel Aviator WWI British Pilot - includes Cap, Helmet with goggles, swaggerstick Aviator WWI British 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 33DS Max 2009 and 2017 model work correctly as is. If you import this into a later version of 3DS Max (I don’t know when they changed things) you’ll 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: Aviator_8-Zero (base T-Pose and Rigged Scene) Aviator_8-StartWalking Aviator_8-Salute I don’t 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 “Aviator_8-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_Elbow_Control” and “RT_Elbow_Control” and “LT_Knee_Dir” and “RT_Knee_Dir” objects - In addition, there are “LT_KneeRotate” and “LRT_KneeRotate” controls - 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. There are 48 morphs in this object - 8 of them are Phoneme controls: F, AI, CDGJKNSTYZ, E, L, O, U and WQ - the remaining are as follows: CheecksPuffed, EyebrowArch-LT, EyebrowArch-RT, Eyebrow-DN-LT, Eyebrow-DN-RT, Eyebrow-DN-Both, EyelidsOpened, EyelidsOpenedWide, Eyes-DN, Eyes-LT, Eyes-RT, EyesUP, JawBack, JawDown, JawForward, Jaw-LT, JawRotateZ-LT, Jaw-RT, LeftCollarUp, Lip-Lower-In, MidMouth-LT, MidMouth-RT, Mouth-DN, Mouth-Frown, Mouth-Open, Motuh-Pucker, MouthRotateZ-RT, MouthUp, MouthWhistle, NoseScrunch, RightCollarUp, Smile, Snarl-LT, Snarl-RT, Squint, ThinMan03, UpperLip-In, UpperLip-Out, HandsLarger, 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. Geometry: Lightwave Man 13019 verticies 12328 polys Cap 539 verticies 496 polys Helmit and Goggles 1505 verticies 1484 polys Swaggerstick 124 verticies 108 polys Ground 8 verticies 6 polys MAX (Max counts the polys and verticies of the object and all of it’s morphs into the total)+ Man, Cap,Helmit and Goggles, Swaggerstick, Ground 21282 verticies 20746 polys Image maps are 4k

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