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This was inspired by Rune's advice to H.E.D. I'm embarking on a third
trip to the drawing board for a new pov posable character. Perhaps it
will duplicate what's available from Peter Houston, but hey it'll be
mine. Notable improvement over other version will be fully rotable
lumbar, hip, rib cage.� Future improvements will include IK option,
fingers!� Code pasted below, hope it's not too long...
//_________
#version unofficial MegaPov 0.5;
#include "colors.inc"
#include "metals.inc"
//#include "textures.inc"
//#include "stones.inc"
//LEAVE THESE THINGS ALONE!
$headtop=<0,81,6>;
$headrightmost=<4,77,7>;
$headrightmost=<-4,77,7>;
$nosept=<0,74.5,11>;
$headdepth=<0,77,0.5>;
$chin=<0,70.5,10>;
$headpvt=<0,74,5.5>;
$rjawend=<2.5,72,7>;
$ljawend=<-2.5,72,7>;
$neckendpt=<0,67,4>;
$rshouldpvt=<8,65,4>;
$lshouldpvt=<-8,65,4>;
$ribcagetop=<0,66.5,8.5>;
$ribcagebot=<0,52.5,13>;
$hippvt=<0,48.5,6.5>;
$rhiptop=<6.5,49.5,7.5>;
$lhiptop=<-6.5,49.5,7.5>;
$rfemextpt=<5,43.5,8>;
$lfemextpt=<-5,43.5,8>;
$rfempvt=<6,43.,8>;
$lfempvt=<-6,43.,8>;
$rkneept=<3.5,22,7>;
$lkneept=<-3.5,22,7>;
$rankpt=<2.5,3,5>;
$lankpt=<-2.5,3,5>;
$rfootbackpt=<2,1,2>;
$lfootbackpt=<-2,1,2>;
$rtoeballpt=<2,1.5,10>;
$ltoeballpt=<-2,1.5,10>;
$rtoetippt=<2,1,13>;
$ltoetippt=<-2,1,13>;
$rfoottop=<2,3.8,6.5>;
$lfoottop=<-2,3.8,6.5>;
$relbowpt=<9,52,3>;
$lelbowpt=<-9,52,3>;
$rwristpt=<9,41,5>;
$lwristpt=<-9,41,5>;
$rfingtippt=<8.5,33,5>;
$lfingtippt=<-8.5,33,5>;
$rthumbpvt=<8.5,39.5,5.5>;
$lthumbpvt=<-8.5,39.5,5.5>;
$rthumbend=<8,36,6>;
$lthumbend=<-8,36,6>;
$ribpvt=<0,56,5.5>;
�
//HERE ARE YOUR ANGLES TO PLAY WITH!
$lumbarang=� <0,0,-0>;
$headang=��� <-40,0,0>;
$neckang=��� <30,0,-20>;
$ribang=���� <-20,0,10>;
$rshouldang= <-20,-70,10>;
$lshouldang= <� 0,70,-20>;
$relbowang= <-70,0,0>;
$lelbowang= <-70,0,0>;
$rwristang= <0,0,0>;
$lwristang= <0,0,0>;
$hipang=��� <-0,0,-10>;
$rfemurang=<-20,0,10>;
$lfemurang=<0,0,0>;
$rkneeang= <40,0,0>;
$lkneeang= <0,0,0>;
$rankang=� <-35,0,0>;
$lankang=� <-10,0,0>;
$rfootliftang=<0,0,0>;
$lfootliftang=<0,0,0>;
$rtoeptang=<0,0,0>;
$ltoeptang=<0,0,0>;
�
//list of objects
$neckobj=cylinder{headpvt-neckendpt,0,1}
$headobj=sphere{0,4
��������������� //scale <0.7,0.7,1.0>
��������������� //translate<0,-2,1>
��������������� }
$rhumerusobj=cylinder{0,relbowpt-rshouldpvt,1}
$lhumerusobj=cylinder{0,lelbowpt-lshouldpvt,1}
$rforearmobj=cylinder{0,rwristpt-relbowpt,1}
$lforearmobj=cylinder{0,lwristpt-lelbowpt,1}
$rwristobj=cylinder{0,rfingtippt-rwristpt,1
������������������ scale <0.5,1,1>}
$lwristobj=cylinder{0,lfingtippt-lwristpt,1
������������������ scale <0.5,1,1>}
//$ribobj=cylinder{neckendpt-ribpvt,0,6���������������
scale<1,1,8/13>��������������� }
$ribobj=union{
������� cylinder{rshouldpvt-ribpvt,0,1}
������� cylinder{lshouldpvt-ribpvt,0,1}
������� cylinder{lshouldpvt-ribpvt,rshouldpvt-ribpvt,1}
������������ }
$lumbarobj=cylinder{ribpvt-hippvt,0,1}
$hipobj=cylinder{0,hippvt-(rfempvt/2+lfempvt/2),1��������������� scale
<1,1,2/14>}
$hipobj=union{
������� cylinder{0,rfempvt-hippvt,1}
������� cylinder{0,lfempvt-hippvt,1}
������� cylinder{lfempvt-hippvt,rfempvt-hippvt,1}
������� }
$rfemobj=cylinder{0,rkneept-rfempvt,1}
$lfemobj=cylinder{0,lkneept-lfempvt,1}
$rshinobj=cylinder{0,rankpt-rkneept,1}
$lshinobj=cylinder{0,lankpt-lkneept,1}
$rfootobj=cylinder{0,rtoeballpt-rankpt,1.
����������������������� //scale <1,0.5,1>
����������������������� }
$lfootobj=cylinder{0,ltoeballpt-lankpt,1.
����������������������� //scale <1,0.5,1>
����������������������� }
$rtoetipobj=cylinder{0,rtoetippt-rtoeballpt,1.
�������������������� //scale<1,0.7/3,1>
�������������������� }
$ltoetipobj=cylinder{0,ltoetippt-ltoeballpt,1.
�������������������� //scale<1,0.7/3,1>
�������������������� }
�
//transform definitions
$lumbartrans=transform{rotate lumbarang translate hippvt}
$ribtrans=transform{rotate ribang translate ribpvt-hippvt
transform{lumbartrans}}
$necktrans=transform{rotate neckang translate neckendpt-ribpvt
transform{ribtrans}}
$headtrans=transform{rotate headang translate headpvt-neckendpt
transform{necktrans}}
$hiptrans=transform{rotate hipang translate hippvt}
$fkarm=yes;
$fkleg=yes;
#if (fkarm)
$rhumerustrans=transform{rotate rshouldang translate rshouldpvt-ribpvt
transform{ribtrans}}
$lhumerustrans=transform{rotate lshouldang translate lshouldpvt-ribpvt
transform{ribtrans}}
$rforearmtrans=transform{rotate relbowang translate relbowpt-rshouldpvt
transform{rhumerustrans}}
$lforearmtrans=transform{rotate lelbowang translate lelbowpt-lshouldpvt
transform{lhumerustrans}}
$rwristtrans=transform{rotate rwristang translate rwristpt-relbowpt
transform{rforearmtrans}}
$lwristtrans=transform{rotate lwristang translate lwristpt-lelbowpt
transform{lforearmtrans}}
#end
#if (fkleg)
$rfemurtrans=transform{rotate rfemurang translate rfempvt-hippvt
transform{hiptrans}}
$lfemurtrans=transform{rotate lfemurang translate lfempvt-hippvt
transform{hiptrans}}
$rshintrans=transform{rotate rkneeang translate rkneept-rfempvt
transform{rfemurtrans}}
$lshintrans=transform{rotate lkneeang translate lkneept-lfempvt
transform{lfemurtrans}}
$rfoottrans=transform{rotate rankang translate rankpt-rkneept
transform{rshintrans}}
$lfoottrans=transform{rotate lankang translate lankpt-lkneept
transform{lshintrans}}
$rtoetiptrans=transform{rotate rtoeptang translate rtoeballpt-rankpt
transform {rfoottrans}}
$ltoetiptrans=transform{rotate ltoeptang translate ltoeballpt-lankpt
transform {lfoottrans}}
#end
�
�
//display
$body=union{
object{lumbarobj transform{lumbartrans}}
object{headobj transform{headtrans}}
object{neckobj transform{necktrans}}
object{rhumerusobj transform{rhumerustrans}}
object{lhumerusobj transform{lhumerustrans}}
object{rforearmobj transform{rforearmtrans}}
object{lforearmobj transform{lforearmtrans}}
object{rwristobj transform{rwristtrans}}
object{lwristobj transform{lwristtrans}}
object{ribobj transform{ribtrans}}
object{hipobj transform{hiptrans}}
object{rfemobj transform{rfemurtrans}}
object{lfemobj transform{lfemurtrans}}
object{rshinobj transform{rshintrans}}
object{lshinobj transform{lshintrans}}
object{rfootobj transform{rfoottrans}}
object{lfootobj transform{lfoottrans}}
object{rtoetipobj transform{rtoetiptrans}}
object{ltoetipobj transform{ltoetiptrans}}
������� //pigment {White}������ finish{ambient .5}
������� texture{T_Copper_1E
������������ finish{ambient .25}}
}
�
object{body rotate <0,45,0>translate <40,0,0>}
object{body rotate <0,90,0> translate <-10,0,0>}
object{body rotate <0,180,0> translate <-40,0,0>}
�
�
camera {
������ location <0,40,-300>���� look_at <0,40,0>��� angle 20
������ }
plane {y,3.5
�pigment { White}
}
�
�
light_source{<-170,200,-120>rgb .85}
light_source{<10,200,-50>rgb .1}
�
�
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