Red-Crowned Crane Animation | Vfx Grace
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Introduction
This is a red-crowned crane model with multiple 4K maps, realistic fur, detailed riggings and animations. It comes with realistic feather effects and detailed riggings, as well as wing-folding animations. The detailed feather control system allows you to control each piece of feather. This model is made with Blender and Cycles renderer at real-world scale.
It consistes of the body, tongue, headsarcoma, two pupils, two scleras, feathers.-
Polygons
Body: vertices 26,065; polygons 26,034
Tongue: vertices 138; polygons 136
HeadSarcoma: vertices 26,282; polygons 24,736
Pupils: vertices 1,092; polygons 1,152
Scleras: vertices 1,092; polygons 1,152
Feathers: vertices 186,753; polygons 134,486
Total: vertices 241,422; polygons 187,696
Formats
There is a Blender project and an OBJ file.
Textures
JF0LA12A6_Red-crownedCrane_Body_BaseColor.1001.png, 4096*4096
JF0LA12A6_Red-crownedCrane_Body_BaseColor.1002.png, 4096*4096
JF0LA12A6_Red-crownedCrane_Body_Cavity.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_Body_Normal.1001.png, 4096*4096
JF0LA12A6_Red-crownedCrane_Body_Normal.1002.tga, 4096*4096
JF0LA12A6_Red-crownedCrane_Body_Specular.1001.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_Body_Specular.1002.png, 4096*4096
JF0LA12A6_Red-crownedCrane_CoverFeather01_BaseColor.png, 4096*4096
JF0LA12A6_Red-crownedCrane_CoverFeather01_Normal.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_CoverFeather01_Specular.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_CoverFeather02_BaseColor.png, 4096*4096
JF0LA12A6_Red-crownedCrane_CoverFeather02_Normal.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_CoverFeather02_Specular.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_Eye_BaseColor.png, 1024*1024
JF0LA12A6_Red-crownedCrane_Hair_BaseColor.png, 4096*4096
JF0LA12A6_Red-crownedCrane_Humeral_BaseColor.png, 4096*4096
JF0LA12A6_Red-crownedCrane_Humeral_Cavity.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_Humeral_Normal.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_Rectrices_BaseColor.png, 4096*4096
JF0LA12A6_Red-crownedCrane_Rectrices_Cavity.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_Rectrices_Normal.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_RemigesPR1_BaseColor.png, 4096*4096
JF0LA12A6_Red-crownedCrane_RemigesPR1_Cavity.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_RemigesPR1_Normal.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_RemigesPR2_BaseColor.png, 4096*4096
JF0LA12A6_Red-crownedCrane_RemigesPR2_Cavity.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_RemigesPR2_Normal.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_RemigesSE_BaseColor.png, 4096*4096
JF0LA12A6_Red-crownedCrane_RemigesSE_Cavity.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_RemigesSE_Normal.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_Sarcoma_BaseColor.png, 4096*4096
JF0LA12A6_Red-crownedCrane_Sarcoma_ID.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_Sarcoma_Mask.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_Sarcoma_Normal.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_Sarcoma_Specular.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_WingCoverts_BaseColor.png, 4096*4096
JF0LA12A6_Red-crownedCrane_WingCoverts_Cavity.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_WingCoverts_Normal.jpg, 4096*4096
JF0LA12A6_Red-crownedCrane_WingCoverts_Translucent.jpg, 2048*2048
JF0LA12A6_Red-crownedCrane_CoverFeather01_Translucent.jpg, 2048*2048
JF0LA12A6_Red-crownedCrane_CoverFeather02_Translucent.jpg, 2048*2048
JF0LA12A6_Red-crownedCrane_Humeral_Translucent.jpg, 2048*2048
JF0LA12A6_Red-crownedCrane_Rectrices_Translucent.jpg, 2048*2048
JF0LA12A6_Red-crownedCrane_RemigesPR1_Translucent.jpg, 2048*2048
JF0LA12A6_Red-crownedCrane_RemigesPR2_Translucent.jpg, 2048*2048
JF0LA12A6_Red-crownedCrane_RemigesSE_Translucent.jpg, 2048*2048
Rigging
With full controllers, postures and animations are easier to create, the features are as follows:
CTR_total controls the entire model.
CTR_spine_weight controls the center of gravity of the body.
CTR_neck_Ik is a controller with customized attributes, its attribute Head_LocateFollow controls whether the head moves following the body; Head_RotateFollow controls whether the head rotates following the body; Neck_Follow controls whether the root of the neck moves following the body; Neck_IKFK switch between the IK/FK of the neck. Notice: If Neck_IKFK is set to 1, then Head_LocateFollow should also be set to 1. And Head_RotateFollow only works when Head_LocateFollow is set to 1.
CTR_spine_ro-in.001, CTR_spine_ro-in.002, CTR_spine_ro-in.003, CTR_spine_ro-in.004 and CTR_spine_ro-in.005 are FK controllers of the body.
CTR_neck_root controls the root of the neck.
CTR_FK_neck_ro, CTR_FK_neck_ro.001, CTR_FK_neck_ro.002, CTR_FK_neck_ro.003…… are FK controllers of the neck.
CTR_head is an IK controller of the head.
CTR_beak_up, CTR_beak.001 and CTR_beak are mouth controllers.
CTR_eye, CTR_eye.L and CTR_eye.R are eye controllers.
CTR_foot.L and CTR_foot.R are IK controllers of the feet, their customized attribute Foot_IK _FK switches between IK/FK of the legs.
CTR_toe_ro-up.L and CTR_toe_ro-up.R control the bending of toes.
CTR_FK_WingRoot.L and CTR_FK_WingRoot.R are controllers of the root of the wings.
CTR_Wing_b.L, CTR_Wing_c.L, CTR_Wing_d.L, CTR_Wing_b.R, CTR_Wing_c.R and CTR_Wing_d.R are FK controllers of the wings.
CTR_Fold_Root controls the folding and unfolding of the wings and feathers on the tail by its Location.
CTR_Fold wing.L and CTR_Fold wing.R control the folding of wings which improves the efficiency.
CTR_Fold Tail controls the folding and unfolding of the feathers on the tail.
CTR_Fold wing.L, CTR_Fold wing.R and CTR_Fold Tail only work when the Location of CTR_Fold_Root is 0.
In addition, the toes have detailed controllers which are capable of creating more detailed effects.
Each feather comes with skinned bones, FK controllers, detail controllers and bending controllers which help all artists greatly. Besides, there are some controllers which are to bend, rotate, fold and unfold multiple feathers overall.
And more ...
Animations
Unlooped LookAround01 animation at 30 fps, frame range 0-360
Unlooped LookAround02 animation at 30 fps, frame range 0-320
Unlooped TakeOff animation at 30 fps, frame range 0-365
Loopable flying animation at 30 fps, frame range 0-335
Unlooped landing animation at 30 fps, frame range 0-360
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled.