Vervet Monkey Animation | Vfx Grace
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Contact Us: vfxgrace@gmail.com
Introduction
This is a high-quality vervet monkey model with 4K UDIM maps, fur, rigging, a realistic muscle structure, a realistic oral cavity and three realistic animations. A complex hair system is created in Blender with realistic effects, and a detailed facial expression controlling system is also available. This model is made with Blender and Cycles renderer at real-world scale.
It consists of the body, corneae, pupils, oral cavity, upper teeth, lower teeth, tongue, cushion, eyelids, lacrimal glands.
Polygons
Body: vertices 45,825; polygons 45,734
Corneae: vertices 964; polygons 1,024
Pupils: vertices 1,092; polygons 1,152
Oral cavity: vertices 6,212; polygons 6,056
Upper teeth: vertices 2,904; polygons 2,752
Lower teeth: vertices 2,904; polygons 2,752
Tongue: vertices 1,922; polygons 1,920
Cushion: vertices 2,370; polygons 2,304
Eyelids: vertices 1,232; polygons 1,232
Lacrimal glands: vertices 3,076; polygons 3,072
Total: vertices 68,501; polygons 67,998
Formats
There is a Blender project and an OBJ file without rigging or animation.
Textures
JF0N2N0B_VervetMonkeys_Oralcavity_Normal.png, 4096*4096
JF0N2N0B_VervetMonkeys_Oralcavity_BaseColor.png, 4096*4096
JF0N2N0B_VervetMonkeys_Head_Roughness.png, 4096*4096
JF0N2N0B_VervetMonkeys_Head_Normal.png, 4096*4096
JF0N2N0B_VervetMonkeys_Head_Hair_BaseColor.png, 4096*4096
JF0N2N0B_VervetMonkeys_Head_BaseColor.png, 4096*4096
JF0N2N0B_VervetMonkeys_Body_Normal.png, 4096*4096
JF0N2N0B_VervetMonkeys_Body_Hair_BaseColor.png, 4096*4096
JF0N2N0B_VervetMonkeys_Body_BaseColor.png, 4096*4096
Rigging
With detailed controllers, postures and animations are easier to create, the features are as follows:
Root controls the entire model.
CTR_Gravity controls the center of gravity, it comes with multiple customized attributes:
head_follow controls whether the head follows;
neck_follow controls whether the neck follows;
tail_follow controls whether the tail follows;
tail_IKFK switches between IK/FK of the tail.
CTR_Spine_F, CTR_Spine_M and CTR_Spine_B are controllers of the front, middle and rear spine.
CTR_FK_Tail01, CTR_FK_tail_000, CTR_FK_tail_001…… are FK controllers of the tail.
CTR_IK_tail_000, CTR_IK_tail_001, CTR_IK_tail_002…… are IK controllers of the tail.
CTR_FK_Neck01 and CTR_FK_Neck02 are FK controllers of the neck.
CTR_FK_Head controls the head.
CTR_Foot_F.L, CTR_Foot_F.R, CTR_Foot_B.L and CTR_Foot_B.R are IK controllers of the limbs.
CTRF_ToeRoll_F.L, CTRF_ToeRoll_F.R, CTRF_ToeRoll_B.L and CTRF_ToeRoll_B.R control the abduction and adduction of the toes.
CTR_IK_FootRoll03_F.L, CTR_IK_FootRoll03_F.R, CTR_IK_FootRoll04_B.L and CTR_IK_FootRoll04_B.R are customized controllers of the limbs, which control the axis of rotation by Location.
CTR_toe_contract_F.L, CTR_toe_contract_F.R, CTR_toe_contract_B.L and CTR_toe_contract_B.R detailed controllers of the toes, which control the extension and flexion of the toes by Location.
CTR_Chin controls the jaw.
CTR_Eye, CTR_Eye.L and CTR_Eye.R control the eyes.
CTR_EyeC.L and CTR_EyeC.R control the winkling.
Complex facial controllers and assistant body controllers available.
And more ...
Animations
Loopable walking animation at 30 fps, frame range 0-364
Unlooped running animation at 30 fps, frame range 0-346
Unlooped see-and-flinch animation at 30 fps, frame range 0-392
Features
The model is in meter units at real-world scale.
To run faster, the fur is hidden, with Render enabled.
The model can be rendered in the current project directly.
Notes after purchase
If you have problems using your character after purchasing it, please check our Support page.
If you have any other questions, please feel free to contact us.