Mandarin Duck Male Animated | Vfx Grace
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Introduction
This is a male mandarin duck model with textures, fur, rigging and animations. It's made with Blender and Cycles renderer at real-world scale.
It consists of body, head, sclerae, pupils, lacrimal glands, tears, tongue, foot, claws, feathers.
Polygons
Body: vertices 23,030; polygons 22,998
Head: vertices 1,511; polygons 1,490
Sclerae: vertices 292; polygons 320
Pupils: vertices 356; polygons 384
Lacrimal glands: vertices 1,024; polygons 1,024
Tears: vertices 2,564; polygons 2,560
Tongue: vertices 7,096; polygons 7,144
Foot: vertices 18,876; polygons 18,816
Claws: vertices 436; polygons 388
Feathers: vertices 326,603; polygons 217,372
Total: vertices 381,788; polygons 272,496
Formats
There is a Blender project and an FBX file without rigging or animation.
Textures
JU0L522A3_MandarinDuck_Mouth_Specular.png, 4096*4096
JU0L522A3_MandarinDuck_Mouth_Roughness.png, 4096*4096
JU0L522A3_MandarinDuck_Mouth_Normal.png, 4096*4096
JU0L522A3_MandarinDuck_Mouth_BaseColor.png, 4096*4096
JU0L522A3_MandarinDuck_Head_BaseColor.png, 4096*4096
JU0L522A3_MandarinDuck_Foot_Specular.png, 4096*4096
JU0L522A3_MandarinDuck_Foot_Roughness.png, 4096*4096
JU0L522A3_MandarinDuck_Foot_Normal.png, 4096*4096
JU0L522A3_MandarinDuck_Foot_BaseColor.png, 4096*4096
JU0L522A3_MandarinDuck_Feather07_Specular.png, 2048*2048
JU0L522A3_MandarinDuck_Feather07_Normal.png, 2048*2048
JU0L522A3_MandarinDuck_Feather07_Metallic.png, 2048*2048
JU0L522A3_MandarinDuck_Feather07_Mask.png, 2048*2048
JU0L522A3_MandarinDuck_Feather07_BaseColor.png, 2048*2048
JU0L522A3_MandarinDuck_Feather06_Normal.png, 4096*4096
JU0L522A3_MandarinDuck_Feather06_BaseColor.png, 4096*4096
JU0L522A3_MandarinDuck_Feather05_F_Normal.png, 4096*4096
And more...
Rigging
With full controllers, postures and animations are easier to create, the features are as follows:
MandarinDuck_Face03_Feather_Rig_grp controls the shape of the tassel.
MandarinDuck_Coverts_Rig_grp and MandarinDuck_Remiges_Rig_grp are skeletons of feathers.
MandarinDuck_Body_Rig_grp is the main rigging that controls the model.
CTR_gravity controls the movement of the body, and it has 7 customized attributes:
Head_hair_puff switches between fluffy hair and smooth hair;
head_IK_follow controls whether the head moves following the body in IK mode;
neck_FK switches to FK control of neck;
neck_IK_IKSpline switches the control mode of the neck between IK and Spline IK;
neck_IK_Stretch controls the stretch limit of the neck in IK mode;
neck_follow controls whether the root of the neck moves following the body in IK or FK mode;
tongue_IKFK controls the switch of IK/FK of the tongue.
IKFK_leg.L and IKFK_leg.R come with 2 customized attributes:
"IK_FK" controls the IK/FK switch of the legs;
"IK_stretch" controls the stretch limit of the legs in IK mode.
CTR_toe_action.L and CTR_toe_action.R control the extension and flexion of the feet.
CTR_foldwing.L and CTR_foldwing.R control the folding of the wings by their Location.
CTR_Fold_Rectrices controls the tail feather folding by the Location.
Fine rigging makes it possible to control every feather, and fold/unfold and bend wings conveniently.
And more...
Animations
Unlooped swimming animation at 30 fps, frame range 0-378
Features
A part of the feathers have two UVs for a better result.
To fix the intersection with swimming animation, an add-on, Hair_ShapeKey_v4_1 is applied, which supports Blender 2.93. Please install Hair_ShapeKey_v4_1 in advance.
To reset the model to the default posture:
1. Disable all shape keys whose name includes "Animation_Repair" of the object MandarinDuck_Body;
2. Disable all the hair shape keys whose name includes "hair_shape" under particle systems MandarinDuck_Hair_Chest" and "MandarinDuck_Hair_Head02" of the object MandarinDuck_Body.
3. Disable all the hair shape keys whose name includes "hair_shape" under the particle system "MandarinDuck_Hair_Head01" of the object "MandarinDuck_Head".
4. Remove all animation data and key frames in the object "MandarinDuck_Face03_Feather_Rig_grp", set the Location and Rotation of the controllers to 0, and scale to 1;
5. Remove all animation data and key frames in the object "MandarinDuck_Body_Rig_grp", set the Location and Rotation of the controllers to 0, and scale to 1;
To get a nice effect, the settings below are required for such thick feathers:
1. Set Total under Light Paths to 12 or larger;
2. Set Transparency under Light Paths to 25 or larger;
3. Set Transmission under Light Paths to 12 or larger;