/*************************************************************** Default Settings for the "bmpeople.inc" and associated files ****************************************************************/ // Default Settings #declare BM_Defaults=true; #declare Male=0; #declare Female=1; #ifndef (BM_Guide_Rad) #declare BM_Guide_Rad=2; #end #ifndef (BM_PoseNo) #declare BM_PoseNo=-1; #end #ifndef (BM_Pose_RHand) #declare BM_Pose_RHand=-1; #end #ifndef (BM_Pose_LHand) #declare BM_Pose_LHand=-1; #end #ifndef (BM_Hair_Seed) #declare BM_Hair_Seed=77; #end #ifndef (BM_Gender) #declare BM_Gender=0; #end #ifndef (BM_HairCol) #declare BM_HairCol=<.5,.5,.5,>; #end #ifndef (BM_Flex) #declare BM_Flex=1; #end #ifndef (BM_TShirt) #declare BM_TShirt=0; #end #ifndef (BM_Build) #declare BM_Build=0.5; #end #ifndef (BM_Mouth) #declare BM_Mouth=1; #end #ifndef (BM_MouthShape) #declare BM_MouthShape=.5; #end #ifndef (BM_EyeCol) #declare BM_EyeCol=<.22,.69,.87>; #end #ifndef (BM_EyeLids) #declare BM_EyeLids=<0,0,0>; #end #ifndef (BM_RA_S2E) #declare BM_RA_S2E= <-8,0,-8>; #end #ifndef (BM_RA_E2W) #declare BM_RA_E2W= <8,0,-3>; #end #ifndef (BM_LA_S2E) #declare BM_LA_S2E= <-8,0,8>; #end #ifndef (BM_LA_E2W) #declare BM_LA_E2W= <8,0,3>; #end #ifndef (BM_RL_H2K) #declare BM_RL_H2K= <8,0,-5>; #end #ifndef (BM_RL_K2A) #declare BM_RL_K2A= <-8,0,3>; #end #ifndef (BM_LL_H2K) #declare BM_LL_H2K= <8,0,5>; #end #ifndef (BM_LL_K2A) #declare BM_LL_K2A= <-8,0,-3>; #end #ifndef (BM_RH_Rot) #declare BM_RH_Rot= <0,0,0>; #end #ifndef (BM_LH_Rot) #declare BM_LH_Rot= <0,0,0>; #end #ifndef (BM_RF_Rot) #declare BM_RF_Rot= <8,0,-3>; #end #ifndef (BM_LF_Rot) #declare BM_LF_Rot= <8,0,3>; #end #ifndef (BM_Toe_Angle) #declare BM_Toe_Angle=<0,0,0>; #end #ifndef (BM_Head_Rot) #declare BM_Head_Rot= <0,0,0>; #end #ifndef (BM_Neck_Rot) #declare BM_Neck_Rot= <0,0,0>; #end #ifndef (BM_Torso_Rot) #declare BM_Torso_Rot= <0,0,0>; #end #ifndef (BM_LFP_Pos) #declare BM_LFP_Pos= <5,45,5,0>; #end #ifndef (BM_LFR_Pos) #declare BM_LFR_Pos= <10,30,5,0>; #end #ifndef (BM_LFM_Pos) #declare BM_LFM_Pos= <5,15,5,0>; #end #ifndef (BM_LFI_Pos) #declare BM_LFI_Pos= <0,10,0,0>; #end #ifndef (BM_LFT_Pos) #declare BM_LFT_Pos= <0,-10,5,10>; #end #ifndef (BM_RFP_Pos) #declare BM_RFP_Pos= <5,45,5,0>; #end #ifndef (BM_RFR_Pos) #declare BM_RFR_Pos= <10,30,5,0>; #end #ifndef (BM_RFM_Pos) #declare BM_RFM_Pos= <5,15,5,0>; #end #ifndef (BM_RFI_Pos) #declare BM_RFI_Pos= <0,10,0,0>; #end #ifndef (BM_RFT_Pos) #declare BM_RFT_Pos= <0,-10,5,10>; #end #ifndef (BM_Map_R_Finger) #declare BM_Map_R_Finger=1; #end #ifndef (BM_Map_L_Finger) #declare BM_Map_L_Finger=1; #end #ifndef (BM_Nails) #declare BM_Nails=1; #end #ifndef (BM_Ears) #declare BM_Ears=2; #end #ifndef (BM_Jaw) #declare BM_Jaw=.5; #end #ifndef (BM_Teeth) #declare BM_Teeth=1; #end #ifndef (BM_Jowls) #declare BM_Jowls=0; #end #ifndef (BM_Nose) #declare BM_Nose=.4; #end #ifndef (BM_Face) #declare BM_Face=1; #end #ifndef (BM_R_Foot) #declare BM_R_Foot=1; #end #ifndef (BM_L_Foot) #declare BM_L_Foot=1; #end #ifndef (BM_R_Hand) #declare BM_R_Hand=1; #end #ifndef (BM_L_Hand) #declare BM_L_Hand=1; #end #ifndef (BM_Eyes) #declare BM_Eyes=1; #end #ifndef (BM_HairStyle) #declare BM_HairStyle=-1; #end #ifndef (BM_Hair_Col) #declare BM_Hair_Col=<.5,.5,.5>; #end #ifndef (BM_Hair_Rot) #declare BM_Hair_Rot=<0,0,0>; #end #ifndef (BM_Hair_On) #declare BM_Hair_On=0; #end #ifndef (BM_Hair_Arch) #declare BM_Hair_Arch=0; #end #ifndef (BM_Hair_Thck) #declare BM_Hair_Thck=0; #end #ifndef (BM_Hair_Line) #declare BM_Hair_Line=0; #end #ifndef (BM_Hair_LDpth) #declare BM_Hair_LDpth=0; #end #ifndef (BM_Hair_Wght) #declare BM_Hair_Wght=0; #end #ifndef (BM_Hair_Hght) #declare BM_Hair_Hght=0; #end #ifndef (BM_Hair_Length) #declare BM_Hair_Length=0; #end #ifndef (BM_Hair_Curl) #declare BM_Hair_Curl=0; #end #ifndef (BM_R_Upperarm_Mass) #declare BM_R_Upperarm_Mass=2; #end #ifndef (BM_L_Upperarm_Mass) #declare BM_L_Upperarm_Mass=2; #end #ifndef (BM_R_Forearm_Mass) #declare BM_R_Forearm_Mass=2; #end #ifndef (BM_L_Forearm_Mass) #declare BM_L_Forearm_Mass=2; #end #ifndef (BM_R_Thigh_Mass) #declare BM_R_Thigh_Mass=2; #end #ifndef (BM_L_Thigh_Mass) #declare BM_L_Thigh_Mass=2; #end #ifndef (BM_R_Calf_Mass) #declare BM_R_Calf_Mass=2; #end #ifndef (BM_L_Calf_Mass) #declare BM_L_Calf_Mass=2; #end #ifndef (BM_Neck_Mass) #declare BM_Neck_Mass=1; #end #ifndef (BM_Torso_Mass) #declare BM_Torso_Mass=1; #end #ifndef (BM_Abdomen_Mass) #declare BM_Abdomen_Mass=1; #end #ifndef (BM_Head_Mass) #declare BM_Head_Mass=1; #end #ifndef (BM_Bump_Map_Size) #declare BM_Bump_Map_Size=0.25; #end // Define Default Textures #ifndef (BM_Skin_Tex) #declare BM_Skin_Tex= texture { pigment{rgb <0.96,0.80,0.69>} finish{ phong .1 phong_size 40 } } #end #ifndef (BM_Lip_Tex) #declare BM_Lip_Tex = texture { pigment{rgb <.7,.3,.2>} finish{ phong .3 phong_size 40 } normal{ crackle .2 turbulence .7 scale .7 } } #end #ifndef (BM_Nail_Tex) #declare BM_Nail_Tex = texture{BM_Skin_Tex finish { ambient -.25 } } #end #ifndef (BM_Tooth_Tex) #declare BM_Tooth_Tex= texture { pigment {rgb 1} finish {phong .9 phong_size 90} } #end // Declare Default nul Objects #ifndef (BM_DeBug) #declare BM_DeBug=off; #end #declare BM_Vector_Locator= union { cylinder {<-8,0,0><8,0,0> .5 pigment {rgb x}} cylinder {<0,0,-8><0,0,8> .5 pigment {rgb y}} cylinder {<0,-8,0><0,8,0> .5 pigment {rgb z}} torus {5,.4 pigment {rgb <1,1,0>}} } #declare BM_nul=sphere{0,.0000001 pigment {rgbft 1}} #ifndef (BM_Head_Object) #declare BM_Head_Object=object{BM_nul} #end #ifndef (BM_Neck_Object) #declare BM_Neck_Object=object{BM_nul} #end #ifndef (BM_Torso_Object) #declare BM_Torso_Object=object{BM_nul} #end #ifndef (BM_Abdomen_Object) #declare BM_Abdomen_Object=object{BM_nul} #end #ifndef (BM_Upperarm_R_Object) #declare BM_Upperarm_R_Object=object{BM_nul} #end #ifndef (BM_Upperarm_L_Object) #declare BM_Upperarm_L_Object=object{BM_nul} #end #ifndef (BM_Forearm_R_Object) #declare BM_Forearm_R_Object=object{BM_nul} #end #ifndef (BM_Forearm_L_Object) #declare BM_Forearm_L_Object=object{BM_nul} #end #ifndef (BM_Hand_R_Object) #declare BM_Hand_R_Object=object{BM_nul} #end #ifndef (BM_Hand_L_Object) #declare BM_Hand_L_Object=object{BM_nul} #end #ifndef (BM_Thigh_R_Object) #declare BM_Thigh_R_Object=object{BM_nul} #end #ifndef (BM_Thigh_L_Object) #declare BM_Thigh_L_Object=object{BM_nul} #end #ifndef (BM_Calf_R_Object) #declare BM_Calf_R_Object=object{BM_nul} #end #ifndef (BM_Calf_L_Object) #declare BM_Calf_L_Object=object{BM_nul} #end #ifndef (BM_Foot_R_Object) #declare BM_Foot_R_Object=object{BM_nul} #end #ifndef (BM_Foot_L_Object) #declare BM_Foot_L_Object=object{BM_nul} #end #if (BM_DeBug=yes) #declare BM_Head_Object= union { object{BM_Head_Object} object{BM_Vector_Locator scale 1.5} } #declare BM_Torso_Object=object{BM_nul} #declare BM_Upperarm_R_Object= union { object {BM_Upperarm_R_Object} object {BM_Vector_Locator rotate z*90} } #declare BM_Upperarm_L_Object= union { object {BM_Upperarm_L_Object} object {BM_Vector_Locator rotate z*90} } #declare BM_Forearm_R_Object= union { object {BM_Forearm_R_Object} object {BM_Vector_Locator} } #declare BM_Forearm_L_Object= union { object {BM_Forearm_L_Object} object {BM_Vector_Locator} } #declare BM_Hand_R_Object= union { object {BM_Hand_R_Object} object {BM_Vector_Locator} } #declare BM_Hand_L_Object= union { object {BM_Hand_L_Object} object {BM_Vector_Locator} } #declare BM_Thigh_R_Object= union { object {BM_Thigh_R_Object} object {BM_Vector_Locator rotate z*90 scale 1.25} } #declare BM_Thigh_L_Object= union { object {BM_Thigh_L_Object} object {BM_Vector_Locator rotate z*90 scale 1.25} } #declare BM_Calf_R_Object= union { object {BM_Calf_R_Object} object {BM_Vector_Locator} } #declare BM_Calf_L_Object= union { object {BM_Calf_L_Object} object {BM_Vector_Locator} } #declare BM_Foot_R_Object= union { object {BM_Foot_R_Object} cylinder {<0,-3.25,0><0,-3.0,0>6.5 pigment {rgb <1,0,0>}} object {BM_Vector_Locator} } #declare BM_Foot_L_Object= union { object {BM_Foot_L_Object} cylinder {<0,-3.25,0><0,-3.0,0>6.5 pigment {rgb <1,0,0>}} object {BM_Vector_Locator} } #end // End of Defaults File