White Hen Animated | Vfx Grace
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Introduction
This is a white hen model with multiple 4K maps, rigging and 3 animations. It's made with Blender and Cycles renderer at real-world scale.
It consists of body claws, lacrimal glands, pupils, feathers, corneas, third eyelid, tongue.
Polygons
Body: vertices 15,757; polygons 15,728
Claws: vertices 1,064; polygons 992
Lacrimal glands: vertices 3,884; polygons 3,880
Pupils: vertices 1,348; polygons 1,408
Feathers: vertices 347,265; polygons 212,864
Corneas: vertices 964; polygons 1,024
Third eyelid: vertices 1,028; polygons 1,088
Tongue: vertices 246; polygons 236
Total: vertices 371,556; polygons 237,220
Formats
There is a Blender project and an FBX file without rigging or animation.
Textures
JF0L629A2_WhiteHen_Body_BaseColor.png, 4096*4096
JF0L629A2_WhiteHen_Eye_BaseColor.png, 4096*4096
JF0L629A2_WhiteHen_Eye_Normal.png, 4096*4096
JF0L629A2_WhiteHen_Eye_Specular.png, 4096*4096
JF0L629A2_WhiteHen_Eye_SubsurfaceAmount.png, 4096*4096
JF0L629A2_WhiteHen_Foot_BaseColor.png, 4096*4096
JF0L629A2_WhiteHen_Foot_Normal.png, 4096*4096
JF0L629A2_WhiteHen_Foot_Roughness.png, 4096*4096
JF0L629A2_WhiteHen_Foot_Specular.png, 4096*4096
And more…
Rigging
With full controllers, postures and animations are easier to create. The features are as follows:
CTR_root controls the entire model.
ctr_spine._b.002 has a customized attribute Follow_Hip that controls whether the tail rotates following the parent controller.
CTR_head is the IK controller of the head, and its customized attribute Neck_IK-Stretch controls whether the neck can be stretched in IK mode, Neck_IKFK controls the non-seamless IK/FK switch of the neck.
ctr_foot.L is the IK controller of the left leg, and its customized attribute Leg_IKFK_L controls the non-seamless IK/FK switch of the leg; Leg_Stretch_L controls whether the leg can be stretched in IK mode; Pole_Follow controls whether the pole vectors moves following the IK controller in IK mode.
ctr_foot.R is the IK controller of the right leg, and its customized attribute Leg_IKFK_R controls the non-seamless IK/FK switch of the leg; Leg_Stretch_R controls whether the leg can be stretched in IK mode; Pole_Follow controls whether the pole vectors moves following the IK controller in IK mode.
ctr_hip.L is the controller of the lower hip bone of the left leg in IK mode, and its customized attribute Hip_Stretch_L controls whether the skeleton can be stretched while moving.
ctr_hip.R is the controller of the lower hip bone of the right leg in IK mode, and its customized attribute Hip_Stretch_R controls whether the skeleton can be stretched while moving.
CTR_Toe_bent.L and CTR_Toe_bent.R are assistant controllers of the claws, and its Location controls the extension, flexion and bending of the claws.
ctr_fold_tail controls the tail feathers.
ctr_fold_wing.L and ctr_fold_wing.R controls the folding of wing feathers by Location.
There are FK controllers of the wings, and each feather has skinned bones and separate controllers, which make it possible to control the shape of every feather separately or some feathers in batches.
And more...
Animations
Unlooped watching animation at 30 fps, frame range 0-400
Unlooped walking animation at 30 fps, frame range 0-430
Unlooped pecking animation at 30 fps, frame range 0-300
Features
Set Transparency under Light Paths to 40 or larger for there are too many feathers.
This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.