Aquila Nipalensis Animation - MAYA Model

Rigging

With maps, fur, rigging. no animation.

$300

Quantity: 

Animations

With maps, fur, rigging and 5 animations.

$520

Quantity: 

Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
351,994
Vertices
434,501
Textures
Materials

Introduction

This is a high-quality aquila nipalensis character. It includes the model, textures, hair, rigging, and animation. All hair is detailed using XGen Interactive Grooming. Feathers are arranged based on real-life references, with body feathers created using feather cards. All materials are rendered with Arnold, achieving realistic material effects. The rigging includes individual controllers for each feather, allowing independent control of every feather, and features preset wing-folding controllers, ensuring the animations reflect realistic motion. The scene includes a rigged setup and five realistic animations. The character is created with Maya 2025 at real-world scale.

 
Features

Model Details: The model consists of the body, eyes, tongue, and multiple groups of feathers.
Textures and materials: There are 37 .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.
XGen hair: XGen interactive is used for presenting the details of the hair faster.

Meshes

AquilaNipalensis_Body: vertices: 37,376; polygons: 37,136
AquilaNipalensis_Eye: vertices: 2,568; polygons: 2,688
AquilaNipalensis_Tongue: vertices: 1,757; polygons: 1,728
AquilaNipalensis_ThirdEyelid: vertices: 1,028; polygons: 1,088
AquilaNipalensis_BellyFeather: vertices: 4,203; polygons: 3,556
AquilaNipalensis_ChestFeather: vertices: 48,701; polygons: 41,158
AquilaNipalensis_TailFeather: vertices: 2,040; polygons: 1,720
AquilaNipalensis_ScapularsFeather: vertices: 7,564; polygons: 6,144
AquilaNipalensis_BackFeather01: vertices: 4,919; polygons: 3,636
AquilaNipalensis_BackFeather02: vertices: 7,770; polygons: 6,290
AquilaNipalensis_BodySideFeather: vertices: 3,588; polygons: 2,912
AquilaNipalensis_HeadFeather01: vertices: 43,315; polygons: 32,042
AquilaNipalensis_HeadFeather02: vertices: 13,700; polygons: 8,768
AquilaNipalensis_HeadFeather03: vertices: 5,600; polygons: 3,584
AquilaNipalensis_HeadFeather04: vertices: 24,888; polygons: 18,140
AquilaNipalensis_HeadFeather05: vertices: 12,812; polygons: 9,296
AquilaNipalensis_LegFeather01: vertices: 18,348; polygons: 15,004
AquilaNipalensis_LegFeather02: vertices: 14,299; polygons: 11,592
AquilaNipalensis_NeckFeather: vertices: 19,330; polygons: 16,312
AquilaNipalensis_CovertsDP: vertices: 1,728; polygons: 1,440
AquilaNipalensis_CovertsDS: vertices: 3,240; polygons: 2,700
AquilaNipalensis_CovertsUP: vertices: 1,020; polygons: 860
AquilaNipalensis_DownFeahter01: vertices: 5,616; polygons: 4,680
AquilaNipalensis_DownFeahter02: vertices: 5,400; polygons: 4,500
AquilaNipalensis_WingFeatherDown: vertices: 60,996; polygons: 51,428
AquilaNipalensis_WingFeatherUp_L: vertices: 18,408; polygons: 13,728
AquilaNipalensis_WingFeatherUp_R: vertices: 18,408; polygons: 13,728
AquilaNipalensis_Rectrices: vertices: 936; polygons: 756
AquilaNipalensis_RemigesAL: vertices: 864; polygons: 720
AquilaNipalensis_RemigesPR: vertices: 2,100; polygons: 1,760
AquilaNipalensis_RemigesSE: vertices: 2,940; polygons: 2,464
AquilaNipalensis_WingFeatherMid01: vertices: 19,403; polygons: 15,113
AquilaNipalensis_WingFeatherMid02: vertices: 19,636; polygons: 15,323
Total: vertices: 434,501; polygons: 351,994

Animations

Loopable walking animation at 30 fps, frame range 1-121
Loopable flying animation at 30 fps, frame range 1-121
Unlooped eating animation at 30 fps, frame range 1-351
Unlooped take-off animation at 30 fps, frame range 1-361
Unlooped look-around animation at 30 fps, frame range 1-221

 

 

 

 

 

Rigging

With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER: Controls the entire model.
CTR_crv_gravity and CTR_crv_body_rot2: Control overall body movement (excluding the feet).
CTR_crv_neck_attr: A neck attribute controller with customized attributes:
IK_FK: Switches between IK and FK for the neck.
IK_Stretch: Controls the IK stretch limit for the neck.
Follow_Target: Controls whether the neck follows the root rotation.
Stretch_Control_Vis: Controls the visibility of the secondary stretch controllers.
CTR_crv_head: Head controller with customized attributes:
Head_Follow_Target: Controls whether the head follows the neck movement.
Rotate_Order: Sets the rotation order for the head controller.
CTR_crv_L/R_eye_blink: Control the blinking.
CTR_crv_L/R_wing_fold, CTR_crv_tailFeathers_fold: Controllers for folding the wings and tail feathers.
CTR_crv_L/R_wing_attr: Wing attribute controller with customized attributes:
Wing_Follow: Controls whether the wings follow the body movement.
Feathers_Follow: Controls whether the feathers follow the wing movement.
Shoulder_Feathers_Ctr_Vis: Controls the visibility of shoulder feather controllers.
Feathers_A_Ctr_Vis, Feathers_B_Ctr_Vis, Feathers_C_Ctr_Vis, Feathers_D_Ctr_Vis: Control the visibility of primary controllers for feather layers A, B, C, and D.
Wing_Sec_Ctr_Vis: Controls the visibility of secondary wing feather controllers.
Feathers_A_Sec_Ctr_Vis, Feathers_B_Sec_Ctr_Vis, Feathers_C_Sec_Ctr_Vis, Feathers_D_Sec_Ctr_Vis: Controls the visibility of secondary controllers for feather layers A, B, C, and D.
Shoulder_Feathers_Sec_Ctr_Vis: Controls the visibility of secondary shoulder feather controllers.
CTR_crv_L/R_wing_feathers_rot_O/M/I, CTR_crv_L/R_tail_feathers_rot_O/M/I: Overall rotation controllers for wing and tail feathers.
CTR_crv_L/R_wing_feathers_curl_O/M/I, CTR_crv_L/R_tail_feathers_curl_O/M/I: Overall curl controllers for wing and tail feathers.
CTR_crv_L/R_leg_attr: Leg attribute controllers with the following customized attributes:
IK_FK: Switches between IK and FK for the legs.
IK_Stretch: Controls the IK stretch limit for the legs.
Pole_Vector_Follow: Controls whether the pole vector follows the foot movement.
Stretch_Control_Vis: Controls the visibility of secondary stretch controllers.
Rotate_Order: Sets the rotation order for the foot controllers.
Heel_Raise: Controls the raising of the heel.
Toes_Raise: Controls the raising of toes.
Foot_Eversion: Controls the foot eversion.
Foot_Inversion: Controls the foot inversion.
Foot_Pivot: Controls the foot pivoting.
Toes_Spread: Controls the toe adduction and abduction.
Toes_Curl: Controls the curling for toe.
Toenail_Curl: Controls the rotation of toenail.
Toes_Follow_Target: Controls whether the toes follow the foot movement.
Toe_04_Follow_Target: Controls whether the hallux (big toe) follows the foot movement.
Toe_01_Curl, Toe_02_Curl, Toe_03_Curl, Toe_04_Curl: Control individual curling for toe 01, 02, 03, and 04.
Toetip_01_Curl, Toetip_02_Curl, Toetip_03_Curl, Toetip_04_Curl: Control individual rotation for toenail 01, 02, 03, and 04.
In addition, there are controllers for each layer of wing and tail feathers, as well as other detailed controllers for fine adjustments.

Specifications

File format: Saved as .mb files by default. It can be saved as .ma files if necessary.
Version supported: Created with Maya 2025.3. Maya 2025 or above is recommended for compatibility.

Caveats

The XGen hair in this Maya character asset has been converted to interactive grooming, offering fast loading and efficient rendering. Although the original guides are not included, you can customize the hair by adding XGen modifiers as needed. All XGen hair in the scene is set up 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.

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Rigging

With maps, fur, rigging. no animation.

$300
Choose License:

Animations

With maps, fur, rigging and 5 animations.

$520
Choose License:
Contact Us

Support for your favorite 3D software

MAYA

3D Model details

Animated
Rigged
VR/AR/Low-poly
PBR
Polygons
351,994
Vertices
434,501
Textures
Materials
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