European Roller Animation| Vfx Grace
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Introduction
This is a European roller model with multiple 4K UDIM maps, fur, rigging and animations. The rigging is detailed enough to control each feather separately or multiple feathers in batches, and controllers that fold the wings are available. The model is made with Blender and Cycles renderer at real-world scale.
Description
It consists of feathers, body, eyes.
Polygons
All feathers: vertices 262,992; polygons 182,466
Body: vertices 32,291; polygons 32,232
Eyes: vertices 3,144; polygons 3,136
Total: vertices 298,427; polygons 217,834
Project Format *
There is a Blender project and an FBX file without rigging or animation.
Size of Maps
JF0LA25A2_EuropeanRoller_Body_BaseColor.1001.png, 4096*4096
JF0LA25A2_EuropeanRoller_Body_BaseColor.1002.png, 4096*4096
JF0LA25A2_EuropeanRoller_Body_Hair_BaseColor.png, 4096*4096
JF0LA25A2_EuropeanRoller_Body_Normal.1001.png, 4096*4096
JF0LA25A2_EuropeanRoller_Body_Normal.1002.png, 4096*4096
JF0LA25A2_EuropeanRoller_Body_Specular.1001.jpg, 4096*4096
JF0LA25A2_EuropeanRoller_Body_Specular.1002.jpg, 4096*4096
JF0LA25A2_EuropeanRoller_BodyFeathers_BaseColor.1001.png, 4096*4096
JF0LA25A2_EuropeanRoller_BodyFeathers_BaseColor.1002.png, 4096*4096
JF0LA25A2_EuropeanRoller_BodyFeathers_BaseColor.1003.png, 4096*4096
JF0LA25A2_EuropeanRoller_ChinFeathers_BaseColor.png, 4096*4096
JF0LA25A2_EuropeanRoller_EarFeathers_BaseColor.png, 4096*4096
JF0LA25A2_EuropeanRoller_Feather01_BaseColor.1001-1009.png, 4096*4096
JF0LA25A2_EuropeanRoller_Feather01_Normal.1001-1009.png, 4096*4096
JF0LA25A2_EuropeanRoller_Feather_BaseColor.1001-1009.png, 4096*4096
JF0LA25A2_EuropeanRoller_HeadFeather_BaseColor.png, 4096*4096
JF0LA25A2_EuropeanRoller_WingFeather_D_BaseColor.png, 4096*4096
JF0LA25A2_EuropeanRoller_WingFeather_U1_BaseColor.png, 4096*4096
JF0LA25A2_EuropeanRoller_WingFeather_U_BaseColor.1001.png, 4096*4096
JF0LA25A2_EuropeanRoller_WingFeather_U_BaseColor.1002.png, 4096*4096
JF0LA25A2_EuropeanRoller_WingFeather_U_BaseColor.1003.png, 4096*4096
JF0LA25A2_EuropeanRoller_WingFeather_U_Normal.1001.png, 4096*4096
JF0LA25A2_EuropeanRoller_WingFeather_U_Normal.1002.png, 4096*4096
JF0LA25A2_EuropeanRoller_WingFeather_U_Normal.1003.png, 4096*4096
Rigging
With full controllers, postures and animations are easier to create. The features are as follows:
ROOT controls the entire model, and its customized attribute Head_Follow controls whether the head rotates following the parent controller; IK_Stretch.L and IK_Stretch.R control whether the legs can be stretched in IK mode; Leg_IK/FK.L and Leg_IK/FK.R control the non-seamless IK/FK switch of the legs.
CTR_gravity_a and CTR_gravity_b control the former and latter center of gravity of the body.
CTR_FK_tail_a, CTR_FK_tail_b and CTR_FK_tail_c are FK controllers of the tail.
CTR_FK_spine_c, CTR_FK_spine_b and CTR_FK_spine_a are FK controllers of the spine.
CTR_FK_neck_c, CTR_FK_neck_b and CTR_FK_neck_a are FK controllers of the neck.
CTR_Head is the controller of the head.
CTR_jaw_a and CTR_jaw_b are controllers of the jaw.
CTR_pupil.L and CTR_pupil.R are controllers of the eyes.
CTR_eye.L and CTR_eye.R control the winkle.
CTR_foot.L and CTR_foot.R are IK controllers of the legs.
CTR_wing.L and CTR_wing.R control the folding of the wings by their Location.
CTR_Tail folds and unfolds the tail feathers by Location.
There are more detailed controllers of the body and the claws.
Each feather comes with a separate controller, which makes it possible to control each feather separately or all feathers entirely.
And more...
Animation
Loopable flying animation at 30 fps, frame range 0-8
Unlooped landing animation at 30 fps, frame range 0-180
Unlooped watching animation at 30 fps, frame range 0-300
Unlooped TakeOff animation at 30 fps, frame range 0-265
Unlooped tweet animation at 30 fps, frame range 0-330
Tag
European roller, coraciidae, blue, bird, animal, feather, Blender, Cycles Features
The model is in meter units at real-world scale.
The Display button of the fur is disabled.
This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.
The model can be rendered in the current project, without any other adjustment.