This is a male mallard model with textures, feathers, rigging and animations. It's made with Blender and Cycles renderer.
It consists of body, body side, oral cavity, tongue, teeth, sclerae, irises, third eyelids, foot, paws, feathers, back feathers.
Body: vertices 10,807; polygons 10,748
Body side: vertices 520; polygons 450
Oral cavity: vertices 13,996; polygons 13,912
Tongue: vertices 7,885; polygons 7,884
Teeth: vertices 380; polygons 76
Sclerae: vertices 964; polygons 1,024
Irises: vertices 1,092; polygons 1,152
Third eyelids : vertices 1,156; polygons 1,216
Foot: vertices 18,876; polygons 18,816
Paws: vertices 1,992; polygons 1,920
Feathers: vertices 146,032; polygons 107,410
Back Feathers: vertices 25; polygons 16
Total: vertices 203,725; polygons 164,624
There is a Blender project and an FBX file without rigging or animation.
With full controllers, postures and animations are easy to create. The features are as follows:
Root controls the entire model, and it has customized attributes:
Leg_IKFK.L and Leg_IKFK.R control the non-seamless IK/FK switch of the legs;
Neck_Follow01 and Neck_Follow02 control whether the neck moves following the parent controller;
Neck_IKFK control the non-seamless IK/FK switch of the neck;
Repair_Stand_Leg_Jiggle.L and Repair_Stand_Leg_Jiggle.R fix the jittering;
Tail_Follow01 and Tail_Follow02 control whether the tail moves following the parent controller;
Toe_Inherit_Rotation controls whether the toes rotate following the parent controller;
Wing_IKFK.L and Wing_IKFK.R control the IK/FK switch of the wings.
CTR_torse controls the center of gravity of the body.
CTR_FK_Tail01, CTR_FK_Tail02, CTR_FK_Tail03 and CTR_FK_Tail04 control the latter part of the body.
CTR_FK_Spine01, CTR_FK_Spine02 and CTR_FK_Spine03 control the former part of the body.
CTR_IK_Neck01, CTR_IK_Neck02... CTR_IK_Neck07 control the neck in IK mode.
CTR_Head controls the head.
CTR_IK_root_Foot.L and CTR_IK_root_Foot.R control the feet.
CTR_FoldWing.L and CTR_FoldWing.R control the folding of the wings by their Location.
CTR_Haw.L and CTR_Haw.R control the movement of the third eyelids.
CTR_Eye.L and CTR_Eye.R control the orientation of the eyes.
Fine rigging makes it possible to control every feather, and fold, unfold and bend wings conveniently.
Loopable walking animation at 30 fps, frame range 0-320
Unlooped swimming animation at 30 fps, frame range 0-420
Unlooped eating01 animation at 30 fps, frame range 0-420
Unlooped eating02 animation at 30 fps, frame range 0-420
Unlooped combing animation at 30 fps, frame range 0-375
The model is in meter units at a real-world scale.
The Display button of the fur is disabled.
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 8 or larger;
3. Set Transmission under Light Paths to 12 or larger;
This model cannot be scaled by controller ROOT. You can put the model into an empty object, and scale the empty object.
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