****************************************************************************************** ___ _ _ __ __ | _ ) |___| |__| \/ |__ _ _ _ | _ \ / _ \ '_ \ |\/| / _` | ' \ v4.0 |___/_\___/_.__/_| |_\__,_|_||_| | _ \___ ___ _ __| |___ | _/ -_) _ \ '_ \ / -_) |_| \___\___/ .__/_\___| |_| Humanoid figures for POV-Ray v3.1 by Peter Houston 1999, 2000 ****************************************************************************************** IMPORTANT NOTE : This version is not compatitble with older Pose or CDF files, also all of the macro's have been renamed and reformatted. I apologise if this causes some confusion but the changes were necessary to allow the improvements in this latest release. The latest version of the package is avilable from my website (see section 9.0) ****************************************************************************************** 0.0 INTRODUCTION 1.0 INSTALLATION 2.0 QUICK START 3.0 BASIC FEATURES 3.1 Blob_Man Macro 3.2 Textures 3.3 Origin Transformations 3.4 Positioning the Limbs 3.4.1 Using Decalrations 3.4.2 Using Arrays 3.4.3 Blob_Man_Studio.pov and Hand_Studio.pov 4.0 ADVANCED FEATURES 4.1 Head Macro 4.2 Torso Macro 4.3 Hand Macro 4.4 Feet Macro 4.5 Hair Macro 4.6 Optional Parameters 4.7 Image Maps 5.0 COSTUME OBJECTS 5.1 Limb Objects 5.2 Costume Definition File 6.0 HINTS & TIPS 7.0 MISC INFO 7.1 Creating Face Image Maps 7.2 Creating Limb Image Maps 7.3 Bump Maps 7.4 Blob Man's Future 7.5 Known Problems 8.0 HISTORY 9.0 CONTACTING THE AUTHOR 10.0 CREDITS ****************************************************************************************** 0.0 INTRODUCTION ****************************************************************************************** Blob Man People is a set of macros to create humanoid figures, these figure can be Male or Female and almost every moving body part can be positioned, right down to individual finger joints. The figures can be clothed by the use of externally created Costume Files. ****************************************************************************************** 1.0 INSTALLATION ****************************************************************************************** Copy all *.INC, *.PNG, and *.CDF files to one of the directories (folders) in your POV-Ray library path (as for example, the default include directory). If you donīt know what they are, open your POVRAY.INI. If you have a PC running Windows95/98 or WindowsNT, they probably look something like this: Library_Path=C:\POV-Ray for Windows\include ****************************************************************************************** 2.0 QUICK START ****************************************************************************************** Create a basic scene file similar to this : // Cut Here global_settings { assumed_gamma 2.2 } camera { location <0, 1, -3.5> direction 1.5*z right 4/3*x look_at <0, 1, 0.0> } sky_sphere { pigment { gradient y color_map { [0.0 color rgb <0.7,0.7,1.0>] [1.0 color blue 0.5] } } } light_source { 0*x color rgb <1,.9,.95>*1.5 translate <-80, 40, -80> } cylinder {<0,0,0><0,-2,0> 20 pigment {checker pigment {rgb 0}, pigment {rgb 1} rotate y*16} } /*********************************************************** The following code loads the Blob Man Include and Pose files and creates the one Male and one Female Figure ************************************************************/ #include "bmpeople.inc" Blob_Man(Male,2) object {BlobMan transform BMO_Foot_R translate x*-.5 } Blob_Man(Female,2) object {BlobMan transform BMO_Foot_R translate x*.5 } // Cut here ****************************************************************************************** 3.0 BASIC FEATURES ****************************************************************************************** 3.1 Blob_Man Macro =================== Before the Blob_Man Macro can be called the "bmpeople.inc" file needs to be included. The syntax for calling the macro is as follows :- Blob_Man( Gender, Height ) Gender : [ FLOAT ] 0=Male, 1=Female (Note you can also use the identifiers Male or Female) Height : [ FLOAT ] This is the overall height of the figure in POV Units. Once called an object BlobMan is declared, this can now be positioned as required using the Origin Transformations (refer to 3.3). 3.2 Textures ============= In its basic form Blob_Man declares two default textures, but these can be user defined, along with an optional texture. BM_Skin_Tex : This is the overall texture for the figure, if it is undeclared the default texture will be used. Default: BM_Skin_Tex= texture {pigment{rgb <.9,.7,.6>} finish{phong .3 phong_size 40} } BM_Lip_Tex : This is the texture for the figures lips, if it is undeclared the default texture will be used. Default: BM_Lip_Tex = texture {pigment{rgb <.7,.3,.2>} finish{phong .3 phong_size 40} normal{crackle .2 turbulence .7 scale .7} } BM_Nail_Tex : This is the texture for the Finger Nails, if it is undeclared the default texture will be used. Default : BM_Nail_Tex = texture{ BM_Skin_Tex finish { ambient -.25} } BM_Tooth_Tex: This is the texture used for the teeth, if it is undeclared the default texture will be used. Default: BM_Tooth_Tex= texture { pigment {rgb 1} finish {phong .9 phong_size 90} } BM_Hair_Tex : This is the texture for the figures hair, if it is undecalred then the Hair_Col variable passed by the Blob_Man macro will be used to generate a randomised hair colour. There is no default hair texture. BM_Eye_Shadow: This is the texture for putting colour on the Eye Lids, if it is undeclared then the Eye Lids will use BM_Skin_Tex. There is no default for Eye Shadow. In addition to these textures, there are also defineable Image Maps that is used for each part of the body. Refer to section 4.7 For tips on creating your own image maps refer to section 7.1 3.3 Origin Transformations =========================== The Blob_Man Macro declares the following Origin Transformations for you to locate the figure, when used they locate the given point to <0,0,0>. BMO_Foot_R = Locates to the Right Foot BMO_Foot_L = Locates to the Left Foot BMO_Toe_R = Locates to the Right Toes BMO_Toe_L = Locates to the Left Toes BMO_Knee_R = Locates to the Right Knee BMO_Knee_L = Locates to the Left Knee BMO_Hip_R = Locates to the Right Hip BMO_Hip_L = Locates to the Left Hip BMO_Abdomen_F = Locates to the Front of the Abdomen BMO_Abdomen_B = Locates to the Back of the Abdomen BMO_Abdomen_U = Locates to the Underside of the Abdomen BMO_Abdomen_R = Locates to the Right of the Abdomen BMO_Abdomen_L = Locates to the Left of the Abdomen BMO_Torso_F = Locates to the Front of the Torso (Chest) BMO_Torso_B = Locates to the Back of the Torso BMO_Torso_R = Locates to the Right of the torso BMO_Torso_L = Locates to the Left of the Torso BMO_Torso_T = Locates to the Top of the Torso (Mid-Shoulders) BMO_Shoulder_R = Locates to the Right Shoulder BMO_Shoulder_L = Locates to the Left Shoulder BMO_Elbow_R = Locates to the Right Elbow BMO_Elbow_L = Locates to the Left Elbow BMO_Hand_R = Locates to the Right Palm (Flat on y plane) BMO_Hand_L = Locates to the Left Palm (Flat of y plane) BMO_Head_F = Locates to the Front of the Head (Forehead) BMO_Head_B = Locates to the Back of the Head BMO_Head_T = Locates to the Top of the Head BMO_Ear_R = Locates to the Right Ear BMO_Ear_L = Locates to the Left Ear BMO_Nose = Locates to the Nose eg. transform BMO_Foot_R This would relocate the BlobMan object to <0,0,0> If you do not use any of the above transformations then you will need to include the following. scale BM_Scale This is necessary to resize the figure to the correct size that you specified in the Blob_Man macro, it is already included in the above transformations so isn't required if you stick with those. 3.4 Positioning the Limbs ========================== Blob Man is made up of 27 individually positionable parts. Each one needs to be declared before Blob_Man macro is called. There are two ways of defining the poses. 3.4.1 Using Decalrations ========================= The following variables need to be declared to alter the position of the relevant body part if undeclared the default value will be used. Note: If you are using multiple figures, you will need to re-declare these variables or else all the figures will be in the same pose. BM_Head_Rot Default: <0,0,0> Head BM_Neck_Rot Default: <0,0,0> Neck (Note y is not used) BM_Torso_Rot Default: <0,0,0> Upper Torso (Chest) BM_RA_S2E Default: <-8,0,-8> Right Upper Arm BM_RA_E2W Default: <8,0,-3> Right Forearm BM_LA_S2E Default: <-8,0,8> Left Upper Arm BM_LA_E2W Default: <8,0,3> Left Forearm BM_RL_H2K Default: <8,0,-5> Right Thigh BM_RL_K2A Default: <-8,0,3> Right Lower Leg BM_LL_H2K Default: <8,0,5> Left Thigh BM_LL_K2A Default: <-8,0,-3> Left Lower Leg BM_RF_Rot Default: <8,0,-3> Right Foot BM_LF_Rot Default: <8,0,3> Left Foot BM_RH_Rot Default: <0,0,0> Right Hand BM_LH_Rot Default: <0,0,0> Left Hand BM_Toe_Angle Default: <0,0,0> Toe Angle x=left Foot z=Right Foot (Note y is not used) The Fingers are handled in a slightly different way, they are declared as 4 component vectors x=Angle of 1st joint of the finger nearest the palm y=Angle of 2nd joint of the finger z=Angle of 3rd joint of the finger t=Side to side movement angle (Range: -10 to 10) Right Hand Fingers BM_RFP_Pos Default: <5,45,5,0> Pinky BM_RFR_Pos Default: <10,30,5,0> Ring BM_RFM_Pos Default: <5,15,5,0> Middle BM_RFI_Pos Default: <0,10,0,0> Index BM_RFT_Pos Default: <0,-10,5,10> Thumb Left Hand Fingers BM_LFP_Pos Default: <5,45,5,0> Pinky BM_LFR_Pos Default: <10,30,5,0> Ring BM_LFM_Pos Default: <5,15,5,0> Middle BM_LFI_Pos Default: <0,10,0,0> Index BM_LFT_Pos Default: <0,-10,5,10> Thumb If you intend to use multiple figures in a scene each with differing poses, or if you want to use the same pose in different scenes, then you should declare these variables in a seperate file, then include it just before you call the Blob_Man macro. 3.4.2 Using Arrays =================== The second method of defining the positions of the body parts is to use an array. For more information about arrays refer to the POV-Ray Documentation. The following Arrays will need to be defined before the Blob_Man Macro is called. BM_Pose = array[n][17] (Where n is the number of entries in the array) All entries are 3 component vectors {BM_Head_Rot, Head BM_Neck_Rot, Neck (Note y is not used) BM_Torso_Rot, Upper Torso (Chest) BM_RA_S2E, Right Upper Arm BM_RA_E2W, Right Forearm BM_LA_S2E, Left Upper Arm BM_LA_E2W, Left Forearm BM_RL_H2K, Right Thigh BM_RL_K2A, Right Lower Leg BM_LL_H2K, Left Thigh BM_LL_K2A, Left Lower Leg BM_RF_Rot, Right Foot BM_LF_Rot, Left Foot BM_Toe_Angle, Toe Angle x=left Foot z=Right Foot (Note y is not used) BM_RH_Rot, Right Hand BM_LH_Rot, Left Hand <0,0,1> x=Left Hand Array Entry z=Right Hand Array Entry (See Below) } (Note y is not used) BM_Hands = array[n][5] (Where n is the number of entries in the array) All entries are 4 component vectors x=Angle of 1st joint of the finger nearest the palm y=Angle of 2nd joint of the finger z=Angle of 3rd joint of the finger t=Side to side movement angle (Range: -10 to 10) { BM_ FP_Pos, Pinky BM_ FR_Pos, Ring BM_ FM_Pos, Middle BM_ FI_Pos, Index BM_ FT_Pos Thumb } As you can have many entries in the arrays, before the Blob_Man macro is called you will need to specify the Array Entry Number #declare BM_PoseNo= Arry Entry Number (Remember that the first entry in an array is 0) If you have used a figure that has been positioned using Arrays, and then you want to position the body parts of a new figure using the declaration method (Section 3.4.1) you will need to re-declare BM_PoseNo to a value of -1. i.e. #declare BM_PoseNo=-1; Included in the distribution pack, you will find three includes "bm_pose.inc" and "bm_hands.inc" are sample arrays containing 12 (0-11) pre-defined poses, and 13 (0-12) pre-defined hand positions, and "bm_hair.inc" contains arrays for 5 (0-4) pre-defined Hair styles. 3.4.3 Blob_Man_Studio.pov and Hand_Studio.pov ============================================== To aid you in the creation of the Pose files needed for Blob Man, there are two Scene Files that you can use, "Blob_Man_Studio.pov" and "Hand_Studio.pov" Blob_Man_Studio.pov allows you to view the pre-defined poses included in "bm_pose.inc" as well as create your own, it shows six views of the figure (Left, Front, Right, Back, Top and Underneath), you can change each of the variables and view the results (it doesn't take long to render at 320 x 240 No AA and you can easily see if the pose is correct). Part of this scene creates two external files "bmarray.txt" and "bmdaclar.txt", when you are happy with the pose rename the file you wish to use "bmarray.txt" defines the BM_Pose array with one entry (0) and BM_Hands array with two entrie (0-1) and the Arrays for defining the Hair Style. "bmdeclar.txt" contains all the declarations needed to define the pose including Hair. Hand_Studio.pov allows you to view the pre-defined hand positions included in "bm_hands.inc" as well as create your own, it shows six views of a hand, you can alter each finger and once you are happy with the results, rename the file "bmhand.txt" which contains a BM_Hand Array of one entry (0). ****************************************************************************************** 4.0 ADVANCED FEATURES ****************************************************************************************** Each of the macros that make up Blob Man can each be called individually if required. This could be useful if you only wanted to use body parts individually. Note: if you use these macros in this way, you will need to scale them yourself BM_Scale will not work, nor will the Origin Transformations. Call all of these macros from within an object{} definition. Skin_Tex and Lip_Tex need to be decalred before the macros are called or the default textures will be used (see section 3.2) 4.1 Head Macro =============== The syntax for using this macro is as follows : bmhead() The following variables effect the head BM_Head_Rot Head BM_Neck_Rot Neck (Note y is not used) BM_Torso_Rot Upper Torso (Chest) 4.2 Torso Macro ================ The syntax for using this macro is as follows : bmtorso() The following variables effect the torso (including the abdomen) BM_Torso_Rot Upper Torso (Chest) BM_RA_S2E Right Upper Arm BM_RA_E2W Right Forearm BM_LA_S2E Left Upper Arm BM_LA_E2W Left Forearm BM_RL_H2K Right Thigh BM_RL_K2A Right Lower Leg BM_LL_H2K Left Thigh BM_LL_K2A Left Lower Leg 4.3 Hand Macro =============== The syntax for using this macro is as follows : Call this macro twice, once for each hand. bmhand( Hand ) Hand = [ FLOAT ] Right Hand = -1 / Left Hand = 1 The following variables effect the hands BM_Torso_Rot, Upper Torso (Chest) BM_RA_S2E, Right Upper Arm BM_RA_E2W, Right Forearm BM_LA_S2E, Left Upper Arm BM_LA_E2W, Left Forearm BM_RH_Rot, Right Hand BM_LH_Rot, Left Hand BM_RFP_Pos Right Pinky Finger BM_RFR_Pos Right Ring Finger BM_RFM_Pos Right Middle Finger BM_RFI_Pos Right Index Finger BM_RFT_Pos Right Thumb BM_LFP_Pos Left Pinky Finger BM_LFR_Pos Left Ring Finger BM_LFM_Pos Left Middle Finger BM_LFI_Pos Left Index Finger BM_LFT_Pos Left Thumb 4.4 Feet Macro =============== The syntax for using this macro is as follows : bmfeet() The following variables effect the feet BM_Torso_Rot Upper Torso (Chest) BM_RL_H2K Right Thigh BM_RL_K2A Right Lower Leg BM_LL_H2K Left Thigh BM_LL_K2A Left Lower Leg BM_RF_Rot Right Foot BM_LF_Rot Left Foot BM_Toe_Angle Toe Angle x=left Foot z=Right Foot (Note y is not used) 4.5 Hair Macro =============== The syntax for using this macro is as follows : bmhair() The following variables effect the hair BM_Head_Rot Head BM_Neck_Rot Neck (Note y is not used) BM_Torso_Rot Upper Torso (Chest) BM_Hair_On Hair (1) or No Hair (0) BM_Hair_Rot Rotation Vector for Hair BM_Hair_Arch Arch hairline over head inline with ears (1) or Not (0) BM_Hair_Thck Thickness of Hair (Best settings 0.15 to 0.5) BM_Hair_Line Height of Hairline (Best settings 3 to 6) BM_Hair_LDpth Hairline profile Depth (Range : 0 to 1) BM_Hair_Wght Hair Weight (Range: 0.005 to 0.05) BM_Hair_Hght Hair Height (Range: 1 to 2) BM_Hair_Length Hair Length (Range: 1 to 20) BM_Hair_Curl Curliness (Range 0-Straight to 0.1-Curly) 4.6 Optional Parameters ======================== There are a few optional parameters available that will change the way Blob Man appears, these variables must be declared before the Macro's are called. (# = Default Setting) BM_Ears = [ FLOAT ] 2 = Normal Ears (#) 1 = Replace ears with small lumps as if under a swimming cap 0 = No ears BM_Eyes = [ FLOAT ] 1 = Normal Eyes (#) 0 = No Eyes BM_Face = [ FLOAT ] 1 = Normal Face Structure (#) 0 = Removes Nose and Lips BM_R_Foot = [ FLOAT ] 1 = Normal Right Foot (#) 0 = Missing Right Foot BM_L_Foot = [ FLOAT ] 1 = Normal Left Foot (#) 0 = Missing Left Foot BM_R_Hand = [ FLOAT ] 1 = Normal Right Hand (#) 0 = Missing Right Hand BM_L_Hand = [ FLOAT ] 1 = Normal Left Hand (#) 0 = Missing Left Hand BM_Torso_Mass = [ FLOAT ] 1 = Normal Torso (#) 0 = No Torso -1 = Guides BM_Head_Mass = [ FLOAT ] 1 = Normal Head (#) 0 = No Head -1 = Guides BM_Jaw = [ FLOAT ] Range: 0 - 1 0= Closed, 1=Open. Default = 0.5 BM_Mouth = [ FLOAT ] Mouth Size Range: 0(Small) to 1(Large) Default = 1; BM_MouthShape = [ FLOAT ] Range: -1 - 1 Turns the corners of the mouth +Up / -Down Default= 0.5 BM_Teeth = [ FLOAT ] 0 = No Teeth 1 = Teeth (#) BM_Jowls = [ FLOAT ] Range 0 - 2 : Amount of mass added to sides of jaw, Jowls. Default=0 BM_Nose = [ FLOAT ] Range 0 - 1.25 : Size of Nose. Default = 0.5 BM_Flex = [ FLOAT ] (Male Figure Only) When the Torso is rotated some of the muscles flex in the abdomen, this makes Costume Definition difficult if there are objects located near these muscles. 1 = Flex On (#) 0 = Flex Off BM_TShirt = [ FLOAT ] (Female Figures Only) This adds extra mass between the breasts to give the impression that the figure is wearing a T-Shirt. Useful for Costume Definition 1 = On 0 = Off (#) BM_EyeCol = [ R,G,B ] This is the Eye Colour vector Default= <.22,.69,.87> BM_EyeLids = [ X,Y,Z ] X=Left EyeLid Range 0 (Open) - 1 (Closed) Y=Eye Rotation Angle (Left to Right) Z=Right EyeLid Range 0 (Open) - 1 (Closed) Default = <0,0,0> BM_Nails = [ FLOAT ] 1 = Finger Nails (#) 0 = No Finger Nails BM_Map_R_Finger = [ FLOAT ] 1 = Apply Right Hand Image Map to Fingers (#) 0 = Do Not Apply Right Hand Image Map to Fingers BM_Map_L_Finger = [ FLOAT ] 1 = Apply Left Hand Image Map to Fingers (#) 0 = Do Not Apply Left Hand Image Map to Fingers The following parameters all have the same options BM_R_Upperarm_Mass : Right Upper Arm = BM_L_Upperarm_Mass : Left Upper Arm = BM_R_Forearm_Mass : Right Forearm = [ FLOAT ] 1 = Normal (#) BM_L_Forearm_Mass : Left Forearm = 0 = Amputated BM_R_Thigh_Mass : Right Thigh = -1 = Guides BM_L_Thigh_Mass : Left Thigh = BM_R_Calf_Mass : Right Calf = BM_L_Calf_Mass : Left Calf = BM_Guide_Rad = [ FLOAT ] When using Guide Settings (-1) above this is the radius of cylindrical sections. Default = 2 BM_Hair_Seed = [ FLOAT ] Random seed for the hair macro. Default = 77 BM_PoseNo = [ FLOAT ] This is used in conjunction with BM_Pose Array it specifies which Array entry to use for the pose. -1 = Do not Use Arrays (#) This must be reset if you are switching between array and declarations in one scene refer to section 3.4.2 0-... = Array Entry Number BM_Pose_RHand = [ FLOAT ] If you are using the BM_Pose Array when this is set to -1 the Right hand specified by the Pose Array Entry will be used, however if it is set to >=0 then the Hand Positions specified in that entry of the BM_Hands Array will be used. If you are not using the BM_Pose Array then when set to -1 the figure will use the finger positions that have been declared but if it is set >=0 then the Hand Positions specified in that entry of the BM_Hands Array will be used. Default = -1 (Arrays Not Used) BM_Pose_LHand = [ FLOAT ] If you are using the BM_Pose Array when this is set to -1 the Left hand specified by the Pose Array Entry will be used, however if it is set to >=0 then the Hand Positions specified in that entry of the BM_Hands Array will be used. If you are not using the BM_Pose Array then when set to -1 the figure will use the finger positions that have been declared but if it is set >=0 then the Hand Positions specified in that entry of the BM_Hands Array will be used. Default = -1 (Arrays Not Used) BM_HairStyle = [ FLOAT ] If you are using Arrays for Hair Settings then this represents the Array Entry Number for the Hairstyle. Default = -1 (Arrays Not Used) 4.7 Image Maps =============== In addition to the basic Skin, Lip and Nail textures (section 3.2), image maps can also be applied to each of the Body parts. The image maps need to be in PNG format, with the alpha channel being used for transparent areas. The following variables need to be set prior to the macros being called, the image map files need to be in the POV-Ray library path, or the same folder as the scene file. Face_IMap = [ "FILENAME.PNG" ] Image map to be used for the Head. Neck_IMap = [ "FILENAME.PNG" ] Image map to be used for the Neck. Torso_IMap = [ "FILENAME.PNG" ] Image map to be used for the Torso. Abdomen_IMap = [ "FILENAME.PNG" ] Image map to be used for the Abdomen. Upperarm_R_IMap = [ "FILENAME.PNG" ] Image map to be used for the Right Upperarm. Upperarm_L_IMap = [ "FILENAME.PNG" ] Image map to be used for the Left Upperarm. Forearm_R_IMap = [ "FILENAME.PNG" ] Image map to be used for the Right Forearm. Forearm_L_IMap = [ "FILENAME.PNG" ] Image map to be used for the Left Forearm. Hand_R_IMap = [ "FILENAME.PNG" ] Image map to be used for the Right Hand. Hand_L_IMap = [ "FILENAME.PNG" ] Image map to be used for the Left Hand. Thigh_R_IMap = [ "FILENAME.PNG" ] Image map to be used for the Right Thigh. Thigh_L_IMap = [ "FILENAME.PNG" ] Image map to be used for the Left Thigh. Calf_R_IMap = [ "FILENAME.PNG" ] Image map to be used for the Right Calf (Lower Leg). Calf_L_IMap = [ "FILENAME.PNG" ] Image map to be used for the Left Calf (Lower Leg). Foot_R_IMap = [ "FILENAME.PNG" ] Image map to be used for the Right Foot. Foot_L_IMap = [ "FILENAME.PNG" ] Image map to be used for the Left Foot. Bump Maps can also be difined in the same way, however these will only be used if the above image maps are defined. The bump maps need to be in PNG format. The following variables need to be set prior to the macros being called, the bump map files need to be in the POV-Ray library path, or the same folder as the scene file. Face_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Head. Neck_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Neck. Torso_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Torso. Abdomen_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Abdomen. Upperarm_R_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Right Upperarm. Upperarm_L_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Left Upperarm. Forearm_R_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Right Forearm. Forearm_L_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Left Forearm. Hand_R_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Right Hand. Hand_L_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Left Hand. Thigh_R_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Right Thigh. Thigh_L_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Left Thigh. Calf_R_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Right Calf (Lower Leg). Calf_L_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Left Calf (Lower Leg). Foot_R_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Right Foot. Foot_L_BMap = [ "FILENAME.PNG" ] Bump map to be used for the Left Foot. The following options can also be set, these only effect the above image maps. BM_Map_Finish = finish {} : Set the finish you wish to apply to the image maps. There is no default finish. BM_Map_Normal = normal {} : Set the normal you wish to apply to the image maps. There is no default normal. BM_Bump_Map_Size = [ FLOAT ] Bump Map Size, Default = 0.25 Refer to POV-Ray Documentation for more information on image and bump maps. ****************************************************************************************** 5.0 COSTUME OBJECTS ****************************************************************************************** 5.1 Limb Objects ================= The following parameters are used to create clothing and props for Blob Man, they need to be declared prior to the macros being called, and they must all be valid objects located around <0,0,0>. BM_Head_Object = Objects located about the Head. BM_Neck_Object = Objects located about the Head. BM_Torso_Object = Objects located about the Torso. BM_Abdomen_Object = Objects located about the Abdomen. BM_Upperarm_R_Object = Objects located about the Right Upperarm. BM_Upperarm_L_Object = Objects located about the Left Upperarm. BM_Forearm_R_Object = Objects located about the Right Forearm. BM_Forearm_L_Object = Objects located about the Left Forearm. BM_Hand_R_Object = Objects located about the Right Hand. BM_Hand_L_Object = Objects located about the Left Hand. BM_Thigh_R_Object = Objects located about the Right Thigh. BM_Thigh_L_Object = Objects located about the Left Thigh. BM_Calf_R_Object = Objects located about the Right Calf. BM_Calf_L_Object = Objects located about the Left Calf. BM_Foot_R_Object = Objects located about the Right Foot. BM_Foot_L_Object = Objects located about the Left Foot. Note : If no texture is given to these objects they will adopt the Skin_Tex texture plus any image maps assigned to that limb. The Objects defined above will be included even if the Mass parameters (i.e. BM_Torso_Mass etc) are set in such a way as to be missing, this is useful, if for example you wished to give Blob_man a "Peg Leg". It could also be possible to create a Skeleton, by defining all the bones as objects, and then removing the original body parts by setting their Mass=0 5.2 Costume Definition File ============================ The best way to define how blob man will look is to create a Costume Definition File (.cdf) this is basically an include file with all the optional settings declared. The advantage of using this method, is that the same CDF can be used in multiple scenes and likewise multiple CDF's can be used in the same scene. All that needs to be done is include the correct CDF before the macros are called. eg. #include "bmpeople.inc" #include "bm_pose.inc" #include "example1.cdf" Blob_Man(0,2) #include "example2.cdf" Blob_Man(1,1.8) etc. Included in the Blob Man package are sample .cdf files; "layout.cdf" lists all the optional parameters and their settings, "sample.cdf" and "croft.cdf" are basic Costume Definition File More Costume Definition Files are available on from CDF Library (see section 9.0) ****************************************************************************************** 6.0 HINTS & TIPS ****************************************************************************************** To help in the positioning of Blob_Man, there is a DeBug variable that can be set, this generates visible locators to the ends of Blob Mans limbs, note that this will only work if any limb objects created contain the current object as part of the definition i.e. #declare BM_Head_Object= union { object{BM_Head_Object} Costume Objects ... ..... } See "sample.cdf" for further examples. When testing scenes avoid using hair, as the parse time increases considerably, if you declare a variable eg. HairTest=0, then multiply Hair setting by this number you only need to set HairTest=1 to turn the hair back on for all figures. eg. #decalre HairTest=0 // 1= Hair On 0=Hair Off #include "bm_hair.inc" // Hair Arrays Already Defined #declare BM_HairStyle=2*HairTest Blob_Man (0,2) #declare BM_HairStyle=3*HairTest Blob_Man (1,1.8) Use Body_Part_Viewer.pov in conjunction with a CDF file to model clothing/props for Blob Man. (see "HOW2CDF.txt" for more information) ****************************************************************************************** 7.0 MISC INFO ****************************************************************************************** 7.1 Creating Face Image Maps ============================= The image maps used for Blob Mans face are PNG format which uses the Alpha Channel. Use an Image Editor that allows you to edit the Alpha channel (eg. Paint Shop Pro, PhotoShop) then create the areas that you wish to be mapped, in the alpha channel. In the main image roughly colour the same areas the colours you want, it doesn't matter how accurate you are as the aplha channel will make unwanted areas transparant. 7.2 Creating Limb Image Maps ============================= As with the face image maps, these need to be in PNG format with the Alpha channel being used for transpancy. There are no sample limb image maps, but below are the dimensions for the different limbs: Head, Neck, Torso, Abdomen, Hands, Feet = 1:1 (eg. 600 Wide x 600 High) Upper Arms, Forearms, Thighs, Calves = 1:2 (eg. 300 Wide x 600 High) Note about hands : Because the Image maps are applied after the fingers have been positioned, if the image map has a pattern, it will not look the same if the finger positions are changed. BM_Map_R_Finger and BM_Map_L_Finger can be set to 0 and this will not map the image map onto the Fingers (1 is the default) 7.3 Bump Maps ============== Bump maps should be Grayscale and in PNG format. Alpha Channel is not used for Bump Maps. They should be the same scale as the Image Maps 7.4 Blob Man's Future ====================== Here are just a few ideas I have for improving Blob Man. * Different ages ( 2 Years, 6 Years, 12 Years) * A More configurable face model. * An optional Hair Macro * An animation system ( I will probably need help with this, any offers...) 7.5 Known Problems =================== At this time I am unaware of any major problems, except that old CDF Files need to be rewritten to be useable by this version, as will any Pose Files created for earlier versions. ****************************************************************************************** 8.0 HISTORY ****************************************************************************************** v4.0 09 Apr 2000 Major Release. Redesigned and renamed Macros, added Gender, changed the hands and feet, redesigned the torso, torso and abdomen now seperate to allow torso movement, improved the Origin transformations, added scale option to main macro, remodelled the head, plus many other changes. This version is no longer compatible with older versions. v3.6 01 Mar 2000 Remodelled the Chest, there is now an optional parameter to switch between the old and new style, for compatability the original style is the default. Added nose size and eyebrow ridge options. Added a section to this doc about Array formats. Included a very basic "How to.." document on CDF creation ("HOW2CDF.TXT") v3.5 25 Jul 1999 Added extra modelling detail to head. New optional variables available for Teeth, Jaw and Jowls. v3.0 06 Jul 1999 Added Limb Objects to allow creation of clothing and props. Added image and bump maps to all limbs. Maintained Macro Settings for backwards compatibilty with older pose files. Remodeled Nose and lips slightly. Included "sample.cdf" and "layout.cdf" v2.0 23 Apr 1999 Remodeled the head, and added variable image_map textures for the face, eye lid variables in head macro now have a range of 0-1 and are can be set for each eye, so winking is possible. Remodeled the feet. Added mass to the arms and legs. Remodeled the hands and articulated the fingers, hand macro now needs to be called twice, once for each hand. Externally defined skin texture. Added a Blob_Man Macro to create a complete figure from a given pose number as defined in a Pose File Rewrote the motion mechanics to make the code more readable. Generally cleaned up the code. Generated more Pre-Defined poses v1.0 09 Apr 1999 Initial release. v0.0 March 1999 Govert Zoethout published his source files. Original Macros had static arms and no hands or legs, and was in his native language (which I can't speak) ****************************************************************************************** 9.0 CONTACTING THE AUTHOR ****************************************************************************************** If you wish to contact me with bug reports, bug fixes, criticisms, comments, suggested improvements, questions, etc. you can reach me by email at: E-mail : houston.graphics@iname.com ICQ# : 8770407 Homepage: http://welcome.to/HoustonGraphics -or- http://members.xoom.com/HoustonGraph If you do make any improvements to these macros please let me know, so that I can include them in future releases. Also if you design any Costume Definition Files that you would like to share, please send them and I will include them in the CDF Library. ****************************************************************************************** 10.0 CREDITS ****************************************************************************************** Thanks go to the following :- POV-Ray Team for producing such fantastic software, and FREE too !!!! Govert Zoethout who without his original model, this work would never have come about. Yasunari Iwanaga who created his own lady include file which I drew heavily on for the version 4.0 release. Chris Colefax for the template of this readme file, producing excellent include files, and inspiring me to contribute to the POV-Ray community. All the helpful POV-Ray users around the world, who frequent the POV-Ray Newsgroups. ( news.povray.org ) ****************************************************************************************** POV-Ray(tm) and Persistence of Vision(tm) are registered trademarks of the POV-Ray Team(tm)