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With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality spotted hyena model with maps, fur, rigging and two animations. The fur is created in XGen interactive with enough details, and all textures are rendered with Arnold renderer for realistic effects. The rigging is created with reference to real bones, making the animation in line with natural movements. The model is created with Maya 2024 at real-world scale.
Features
It consists of the body, tongue, teeth, paws, pupils, sclerae, lacrimal glands, and Tears.
Textures and materials: There are 15 .tx files which support Arnold, all in 4K resolution for best quality and details. The materials of the character and the hair are rendered with Arnold renderer to present realistic effects. There are 2 UV sets of the body, which support single quadrant or multiple quadrants.
XGen hair: XGen interactive is used for presenting the details of the hair faster, and all maps of density and modifier masks for hair layering are included externally, all masks are in 1K resolution.
Meshes
Body: vertices 42,223; polygons 41,952
Tongue: vertices 1,236; polygons 1,220
Teeth2: vertices 15,986; polygons 15,438
Paws2: vertices 7,680; polygons 7,456
Pupils2: vertices 986; polygons 952
Sclerae2: vertices 1,604; polygons 1,600
Lacrimal glands2: vertices 466; polygons 456
Tears2: vertices 288; polygons 284
Total: vertices 70,469; polygons 69,358
Animations
Loopable walking animation at 30 fps, frame range 1-145
Loopable running animation at 30 fps, frame range 1-167
Loopable trotting animation at 30 fps, frame range 1-180
Rigging
With highly detailed controllers, it's more convenient to make poses and animations. The functionalities are as follows:
SpottedHyaena_CTR_Root: Controls the entire model.
CTR_gravity: Controls the center of gravity.
CTR_IK_spine_a: Controls the posterior spine.
CTR_IK_spine_b: Controls the middle spine.
CTR_IK_spine_c: Controls the anterior spine.
CTR_belly: Controls the abdomen.
CTR_FK_neck_1, CTR_FK_neck_2: FK controllers for the neck.
CTR_IK_head: Controls the head.
CTR_eye: Controls the eyes.
CTR_jaw, CTR_chin: Control the jaw and chin for mouth opening.
CTR_FK_tongue_a, CTR_FK_tongue_b...: Controls the tongue.
CTR_ear_a_L, CTR_ear_b_L, CTR_ear_a_R, CTR_ear_b_R...: Control the ears.
CTR_tail_a, CTR_tail_b...: Control the tail.
CTR_Shoulders_F_L, CTR_Shoulders_F_R: Control the scapula.
CTR_Shoulders_B_R, CTR_Shoulders_B_R: Control the hip bone.
CTR_Foot_f_R, CTR_Foot_f_L: IK controllers for the front legs.
CTR_Foot_b_R, CTR_Foot_b_L: IK controllers for the hind legs.
CTR_FK_hip_B_L, CTR_FK_thigh_B_L, CTR_FK_shin_B_L...: FK controllers for the legs.
CTR_setting_leg_B_L, CTR_setting_leg_F_L, CTR_setting_leg_F_R, CTR_setting_leg_B_R: IK/FK switching controllers for the feet.
CTR_ankle_b_F_L, CTR_ankle_b_F_R: Weight-bearing controllers for the front legs.
CTR_IK_shin_B_R, CTR_IK_shin_B_L: Weight-bearing controllers for the hind legs.
Additionally, the body includes more auxiliary controllers and more.
Specifications
File format: Saved as .mb files by default. It can be saved as .ma files if necessary.
Version supported: Created with Maya 2024.2. Maya 2024 or above is recommended for compatibility.
Caveats
To run faster, the fur is hidden, which should be displayed before rendering.
The hair of the characters is created in XGen Interactive with Arnold materials ready for rendering.
By default, Arnold uses GPU as the render device, and the sampling setting is suitable for medium quality output, as is shown in the preview image of the character. If you need a fine-tuned image, you can modify Arnold settings to your hardware limit.
The animation scene comes with Arnold lighting, which can be modified if required.
Except for the above, the character can be rendered directly.
With maps, fur, rigging and 3 animations.
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