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With maps, fur, rigging and 3 animations.
Introduction
This is a high-quality panthera onca 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, paws, pupils, sclerae, lacrimal glands, tears and tongue.
Textures and materials: There are 5 .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 the 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 for density and modifier masks for hair layering are included externally, all masks are in 1K resolution.
Meshes
Body: vertices 27,284; polygons 27,262
Paws: vertices 6,112; polygons 6,080
Pupils: vertices 4,996; polygons 4,992
Sclerae: vertices 3,972; polygons 3,968
Lacrimal glands: vertices 744; polygons 736
Tears: vertices 1,008; polygons 960
Tongue: vertices 2,265; polygons 2,240
Total: vertices 46,381; polygons 46,238
Animations
Loopable walking animation at 30 fps, frame range 1-150
Loopable running animation at 30 fps, frame range 1-105
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_Root: Controls the entire model.
CTR_crv_M_torse: Controls CTR_crv_gravity.
CTR_crv_gravity: Controls the movement of the entire body except the paws.
CTR_crv_M_spine: Controls the front half of the body starting from the middle of the spine.
CTR_crv_F_spine, CTR_crv_B_spine: Control the anterior and posterior spine.
CTR_crv_belly: Controls the abdomen.
CTR_crv_B_spine: Comes with customized attributes:
"IK_FK" switches between IK/FK of the spine;
"IK Stretch" controls the IK stretching;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers;
"Rotate_Order" controls rotation order of this controller.
CTR_crv_F_spine: Comes with customized attributes:
"Follow Neck" controls the intensity for the neck following the parent rotation.
CTR_crv_neck: Neck controller.
CTR_crv_B_neck: The IK controller for the root of the neck, with customized attributes:
"IK_FK" switches between IK/FK of the neck;
"IK Stretch" controls the IK stretching;
"Stretch_Control_Vis" controls visibility of secondary stretch controllers;
"Follow Head" controls whether the head follows neck movement.
CTR_crv_F_neck, CTR_crv_M_neck: IK controllers for the front and middle of the neck.
CTR_crv_tail: Root controller for the tail, with customized attributes:
"IK_FK" switches between IK/FK of the tail;
"IK Stretch" controls the IK stretching;
"Follow_Target" controls whether the tail follows the hip movement;
"Stretch_Control_Vis" controls visibility of secondary stretch controllers for the tail.
CTR_crv_head: Controller for the head, with one customized attribute:
"Stretch_Control_Vis" controls the visibility of the secondary stretch controllers for the head;
CTR_crv_jaw_1, CTR_crv_jaw_2: Controllers for the mouth and jaw.
CTR_crv_FK_tongue: Root controller for the tongue, with customized attributes:
"Tongue_IK_FK" switches between IK/FK of the tongue;
"IK_Stretch" controls the IK stretching;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers.
CTR_crv_eye: Controller for the eyes.
CTR_crv_L/R_F_FK_shoulder, CTR_crv_L/R_B_FK_hip: FK root controllers for the shoulder blades and the hip bones.
CTR_crv_L/R_F/B_foot: Attribute controllers for all four legs with customized attributes:
"IK_FK" switches between IK/FK of the legs;
"IK Stretch" controls the IK stretching;
"Pole_Vector_Follow" controls whether the pole vector follows foot movement;
"Stretch_Control_Vis" controls the visibility of secondary stretch controllers for the legs;
"Toe_Curl" that controls toe flexion;
"Rotate_Order" controls the rotation order of the foot controllers.
CTR_crv_L/R_F/B_foot_poll: Controllers for all four feet, these controllers also control heel raise, toe raise, foot eversion, foot inversion.
CTR_crv_L_B_toe_spread: Controllers for the toe abduction and adduction.
CTR_crv_UI_control_grp is the facial UI control group, which contains many expression controllers of the facial UI panel;
Additionally, there are more facial controllers, other UI controllers and more body controllers.
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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