Description
Update(6th May, 2020): Golden eagle Textures were added.
Preview:
Example of use:
Not only wind-cutting feathers but all feathers are modeled.
This can be inflated by morph targets.
A demonstration is ready with a character that go back and forth randomly between ground and a perch(Blueprints/BP_BaldEagleRandomBehabior).
In the demonstration you can also use an operable character(Blueprints/BP_BaldEagleThirdPersonCharacter).
Proper grounding is made by two bone IK and animation curves.
In order to express the bend of flight feathers, two bones were used per flight feathers and tail feathers.
Hence the number of bones became many(227 bones).
Please be careful if your environment is limited in the number of bones.
How to use BP_BaldEagleRandomBehabior
1. Place the BP_LandingPoints in the scene as many as you like.
2. Place the BP_BaldEaglePerch in the scene as many as you like. Even if it is tilted, it will be gripped by the foot correctly by IK.
3. Place the BP_BaldEagleRandomBehabior in the scene as many as you like.
Then BP_BaldEagleRandomBehabior repeats the behavior of walking randomly on the ground, fly to the perch.
You can contact us at any time and request that the asset you want be added to the site from the Request Asset section.

