Woohoo! I found a better way of doing this.
With my model now in hamapatch, I can help identify which vertex is part of
what body part. Then in my Pov file where my mesh2 is defined, I just add
transformations on the correct vertices and I can manipulate my model that
way. This will allow me to apply the correct transformation to the normal
and uv mapping information as well. This will take a fair amount of time,
but once it's done, I can freely use this model in any scene and without too
much difficulty.
So far, I'm able to move the head and right arm by simply specifying a
rotate vector on the body part I want to move. I attached a test image
showing this. The red cylinders are my X-Z axis where the rotation is
occuring.
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