77 lines
4.0 KiB
Plaintext
77 lines
4.0 KiB
Plaintext
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___ _ _ __ __
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| _ ) |___| |__| \/ |__ _ _ _
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| _ \ / _ \ '_ \ |\/| / _` | ' \ v4.0
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|___/_\___/_.__/_| |_\__,_|_||_|
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How to Create Costume Definition Files
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by Peter Houston
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When creating a Costume Definition File (CDF) it is a good idea to have a picture of what
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you are attempting to create.
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The first thing you should do is save a copy of layout.cdf to a new file, and then work
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through each of the Body Part options, uncommenting any that need to be changed, leave image
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and bump maps until later.
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When creating CDFs I use Blob_Man_Studio.pov and Body_Part_Viewer.pov to position the
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costume components correctly. If rendered at [ 320 x 240 No AA ] the objects are quite easy
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to position and it doesn't take too long to render.
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Using the Body_Part_Viewer.pov file change the Body_Part_Switch variable on line 41, to
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the body part you are going to work on. If you render this you will notice six views of the
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body part. Left Side, Front, Right Side, Back, Top and Underside. The scale of the grid
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is shown at the top as is the name of Body Part (this is important as most of the arms/legs look
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similar).
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Also set BM_Gender (line 42) to 0 for Male or 1 for Female.
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Uncomment line 18 and enter the filename of your CDF.
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Uncomment the Body Part Object you are going to work on in your CDF file, you will notice that
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the object refers to itself to begin with. This is important if you intend to use the DeBug
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Variable later on, if you do, make sure you create a union with the current object as part if it.
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e.g.
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#declare Head_Object=union { object{Head_Object}
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Your object definitions here
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..
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..
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}
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Create the objects you want to attached to the limb within this union in the CDF file. They should be
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positioned in relation to <0,0,0>. If you change the ShowXYZ variable in Body_Part_Viewer.pov (line 54)
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to "on" you will be able to see where <0,0,0> is in relation to the limb. (It is set to on by defult)
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Tips
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----
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Think about how the objects you are placing will move with the limbs, for example if you are putting knee
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pads on a skater, should they be attached to the bottom of the Thigh Objects or the Top of the Calf Objects.
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use the Blob_Man_Studio.pov file to adjust the pose and see how the objects react. If you take a look at
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sample.cdf you will notice that the helmet is attached to the Torso Object so that it remains static when the
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head moves.
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When adding objects to the hands be aware that the only static part is the palm area, any objects placed on
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the fingers will NOT move if the finger positions change. Use the HandPose variable (line 43) test with different
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hand poses (the number refers to the Array Entry in "bm_hands.inc"
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If you intend to use Image Maps on the limb, remember that any object placed on that limb will adopt the image
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map texture, if you do not want this to happen be sure you texture the objects in the CDF file.
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When creating objects that are identical on both left and right limbs, declare them as a seperate object located
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at <0,0,0> then add the object to the Body parts but flip them for the opposite side.
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e.g Right Side would be : object {MyObject}
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Left Side would be : object {MyObject scale <-1,1,1>}
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If you intend to use the same objects in various CDF's why not create an include file with objects declared
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in it and located at <0,0,0> then just include this file at the beginning of your CDF file, and place those
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objects as normal in the body part objects.
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******************************************************************************************
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Last Updated : 9th April, 2000 |