3d/blbman40/How2CDF.txt

77 lines
4.0 KiB
Plaintext

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