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- A Polyray person, version 3, designed by Will Wagner (CIS 70530,250)
- for Polyray version 1.5.
- Thanks to Ken Boyce, Alexander Enzmann, and David Mason for their help
- and David Mason for his running file contribution.
-
- The files included in this archive are:
-
- read.me (This file)
- man.pi/woman.pi (Sample viewpoint files)
- man.inc/woman.inc (The definitions of the body parts and bodies)
- rots.inc (The file used to articulate the figures)
- run.inc (David Mason's include file to make the figure run)
-
- The way to use this thing:
-
- The man.inc/woman.inc files are the heart of the person. They contain all
- the CSG data to generate the different parts of the body. Each
- part had to be generated at the origin (0,0,0) and translated
- into final position so the joints could be moved easily. All
- that needs to be done with these files is to "include" one in your
- main .pi file, and add "man" (or "woman") and whatever translations necessary
- to use it:
-
- include "man.inc"
- man { translations }
-
- or
-
- include "woman.inc"
- woman { translations }
-
- The rots.inc file contains a bunch of transforms for rotation
- of the joints. The names of the transforms are fairly self-explanatory.
- Just add each new rotation inside the brackets of the transform command.
- Note that each rotation will be performed in the order they appear,
- about the original axes *after* the previous rotation is performed.
- The comments at the ends of the lines in rots.inc are some loose
- guesses as to the range of motion of each joint. Also, the surface
- definition for the person is found in this file. The old standby is
- currently used, "shiny_red". The wooden texture from texture.inc also
- looks pretty cool with a scale of about <0.25,0.25,3>.
-
- The man.pi/woman.pi files are just test files with viewpoint and light
- declarations that work pretty good, so you can see this person in all
- its glory with no work from you. If you use version 1.4, you'll get no
- feet, so don't get worried if you do.
-
- The person can only be used once in the same scene, unless you
- want a bunch of figures in the exact same pose. To get more
- than one pose you'll have to copy the .inc files to different
- names, and change the names of *every one* of the variables and
- body sections in the newly copied files. Just add a "2" to the
- end or whatever, something easy like that. Don't forget to change
- the name of the rotation include file in the new person include file.
- That is, of course, unless you can come up with something else really
- slick.
-
- New stuff for this version:
- The coordinate system is changed - positive x is right (as before),
- but now positive y is up, and positive z is pointing out from the
- front of the figure. Fixed the abdomen so it doesn't go dark when
- using scan conversion. Struggled for a long time with the female
- figure - here it is (special thanks to David Mason). The feet are
- now really good, with round fronts (finally, thanks to version 1.5).
- Changed the structure of the file, from an idea of Alexander's from
- the sample files for version 1.5 - now everything is nested instead
- of being defined and added in another definition the way it used to
- be. It's *slightly* faster this way (any improvement is welcome).
-
- Stuff for future versions:
- If you're really a glutton for punishment, I'll work on hands
- that have movable fingers and everything, but for now this is the
- definitive version of the people. If I find a good way to smooth the
- entire figure (using Bezier patches or something similar), I'll try
- that out. I also might try writing some sort of program that will
- generate an include file for you, instead of having to go through
- a bunch of headache figuring out the proper rotations yourself. Such
- a program might include rudimentary movement routines for animation.
- Only time will tell.