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Gilles Tran wrote:
>
> > mesh2 to be included after someone other than me has passed some
> > comments on the program. I want to get the "OBJ to Cliff" conversion
> > down pat first. Now I'm comfortable with uvPOV's UV implimentation
> > (the first I ever encountered BTW) I need to maximise my understanding
> > of Posers/OBJ's.
>
> One reason I use mesh2 is the drastic reduction in both file size and parsing
> time (+ some little reduction in memory use). I have a long-delayed project
> of an animation involving galloping horses. The gallop cycle would use 30 or
> so meshes and I'd like to parse at lease 5 horses simultaneously. For this
> kind of project, both batch support and mesh2 support would be handy.
>
> > BTW I hear you've done some interesting hair... pointers on where to
> > look up what you've done?
>
> I'm going to disappoint you... The hair I "did" was just a hair mesh from
> Poser. The only improvement was to use an alpha channel on the hair map to
> simulate individual hair strands by making some of the hair transparent. This
> is only possible on meshes with uv mapping of course. Actually, now that
> Poser figures have become really usable, one of the big limit is the hair.
> I've yet to see mesh hair that are as convincing in close-up as the faces
> are. I wonder if it could be possible to use some of the uv mapping info to
> grow the hair more precisely (some sort of uv-hair map instead of a color
> one). A utility could read the mesh and the map and then produce a hair mesh
> according to the map and other options (flow, gravity, interaction with other
> body parts). Just dreaming.
> Gilles
Colefax has a hair growing macro that works with the PCM compressed mesh
file format. It makes great looking hair and offers the features you
just outlined.
--
Ken Tyler
See my 850+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html
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