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-
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // p4def_00.inc - Set all variables, then call "p4_main.inc".
- //
- // "Paul's Primitive POV People", or "P4".
- //
- // Created by: Paul T. Dawson
- // ptdawson@voicenet.com
- // http://www.voicenet.com/~ptdawson
- //
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // **** WARNING!!! DO NOT USE THIS FILE!!! ****
- //
- // Make copies, with different numbers (01, 02, 03...), and use them.
- // This is the "original" template file.
- //
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // How to use this file:
- //
- // 1. Make a copy, and give it a name like p4def_77.inc.
- // 2. Give values to all the following variables.
- // 3. Create YOUR OWN scene file, with camera, lights, everything.
- // 4. Declare a seed called P4_RAND in your scene file.
- // 5. Include this file only.
- // 6. This file will automatically include the "p4_main.inc" file.
- // 7. It will return an object called "One_Person".
- // 8. After your include statement, show the object!
- //
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // Declare the *textures* for everything.
-
- #declare P4_Eye_Texture = texture { pigment { Blue } }
- #declare P4_Glasses_Texture = texture { pigment{Gray30} }
- #declare P4_Hair_Texture = texture { pigment { Yellow } }
- #declare P4_Hat_Texture = texture { pigment { NeonBlue } }
- #declare P4_Lip_Texture = texture { pigment { Red } }
- #declare P4_Shirt_Texture = texture { pigment { SpicyPink } }
- #declare P4_Shoe_Texture = texture { pigment { LimeGreen } }
- #declare P4_Shorts_Texture = texture { pigment { SteelBlue } }
- #declare P4_Skin_Texture = texture { pigment { Copper } }
-
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // Now choose *types* of things. You will have to read the directions
- // to see what numbers are legal here!
-
- #declare P4_Eye_Type = 1
- #declare P4_Glasses_Type = 0
- #declare P4_Hair_Type = 3
- #declare P4_Hand_Type = 2
- #declare P4_Hat_Type = 1
- #declare P4_Mouth_Type = 3
- #declare P4_Nose_Type = 1
- #declare P4_Shirt_Type = 2
- #declare P4_Shoe_Type = 2
- #declare P4_Shorts_Type = 2
-
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // Set the sizes of various things.
-
- #declare P4_Leg_Length = 30
- #declare P4_Neck_Height = 3
- #declare P4_Shirt_Height = 24
- #declare P4_Shorts_Height = 8
-
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // Choose the rotation values. Please read the directions!
-
- #declare P4_Hat_Rotate = < 20, -40, 0 >
- #declare P4_Neck_Rotate = < 0, 0, 0 >
- #declare P4_Waist_Rotate = < -10, 0, 0 >
-
- #declare P4_Left_Hand_Rotate = < -40, 0, -40 >
- #declare P4_Right_Hand_Rotate = < 10, 0, 40 >
-
- #declare P4_Left_Elbow_Rotate = < 40, -110, 0 >
- #declare P4_Right_Elbow_Rotate = < 0, 70, 0 >
-
- #declare P4_Left_Eyelid_Rotate = -40
- #declare P4_Right_Eyelid_Rotate = -40
-
- #declare P4_Left_Knee_Rotate = < -20, 0, 0 >
- #declare P4_Right_Knee_Rotate = < -60, 20, 0 >
-
- #declare P4_Left_Leg_Rotate = < 20, 0, -5 >
- #declare P4_Right_Leg_Rotate = < 0, 0, 30 >
-
- #declare P4_Left_Shoulder_Rotate = < -60, -10, 30 >
- #declare P4_Right_Shoulder_Rotate = < -30, -20, -50 >
-
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // Create the optional "holding" object. This will go into the left
- // hand, and move with the hand. This is optional - just comment it
- // out if not needed, and set the flag to "false".
- //
- // The flag is necessary to prevent person #2 from carrying the object
- // that you gave to person #1. Set it to true or false.
-
- #declare P4_Holding_Flag = true
-
- #declare P4_Holding_Object =
- cylinder { <6,0,0><6,2,0>,6 pigment{Red} }
-
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // Make another optional object - a "bracelet". This also has a flag
- // to set on/off. This prevents duplicate bracelets! The bracelet
- // should be at <0,0,0>, just like a standard torus.
-
- #declare P4_Bracelet_Flag = true
-
- #declare P4_Bracelet_Object =
- torus { 3, 1 pigment{Red} }
-
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // Despite my attempts at using "realistic inches" as units, the
- // people always seem to end up 8 or 9 feet tall. This variable lets
- // you scale the person down to a normal size. Use the P4_TEST.POV
- // scene to see how tall your person actually is!
-
- #declare P4_Total_Scale = 80/100
-
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // This is the height to move the person up, so his/her feet are on
- // the floor. Sorry, but because of bendable legs, this has to be
- // adjusted manually (by YOU). 8-)
-
- #declare P4_Y_Adjust = 32.5
-
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // Now call "p4_main.inc" to create the object.
-
- #include "p4_main.inc"
-
- //------------------------------------------------------------------->
- //------------------------------------------------------------------->
- //
- // End of this file.
-
-