This document is repeated at the begining of blob_man.inc

Blob Man v1.0                                         April 1999
=============
by Peter Houston <houston.graphics@iname.com>
                < http://members.xoom.com/HoustonGraph/ >
based on Blob Man model by Govert Zoethout <zoethout@gmx.net>
                < http://victorian.fortunecity.com/dada/507/ >

These macros evolved from the excellent work of Govert Zoethout, 
who created the original blob man without legs or hands.

I updated the macros to add poseability to the figures, added hands,
legs and feet.

The hands are taken directly from the POV-Ray documentation (why 
re-invent the wheel) but they could do with a little work around 
the wrists.

Blob Man stands approximately 65 units tall

There are five macros in the blob_man.inc file, these are :-
        torso  .. including poseable arms and legs
        head   .. including turning eyes, lifting eyelids, 
                  sizeable lips, and able to Twist, Tip and Tilt.
        hands  .. currently only relaxed position but able to 
                  twist and rotate.
        hair   .. looks good but drastically increases parse time.
        feet   .. able to twist and rotate.

Installation
- - - - - - 
Copy blob_man.inc to a directory in your POV-Ray path. eg. /include

Locating Blob Man
- - - - - - - - - 
Four variables are generated by the torso macro called Origin_RL, 
Origin_LL, Origin_RA and Origin_LA, translate all objects by one of 
these and Blob Man will stand facing towards z(-) with either his 
Right Leg, Left Leg, Right Arm or Left Arm respectively located at <0,0,0>.
When using the Leg Origins, Blob_Man locates at the ankle, when I can 
work out how to calculate the extents of the foot when it's rotated I'll 
correct it, until then you'll have to transalte Blob_Man up slightly 
(<0,3,0> if the feet are in the default position, ie Rotation <0,0,0>).
I have found a slight problem with the Arm Origin variables, if the 
arms are raised above the shoulder you have to adjust the Origin by
-<0,11,0> ie the length of the upper arm segment, when I can figure
out why I will correct this.                                                        

Suggestion on Single Blob Man Usage
- - - - - - - - - - - - - - - - - - 
Include blob_man.inc anywhere as long as it is before you call the 
macros, create a union of all the macros and translate the union via 
the Origin Variables (see above), scale blob man to suit your scene.
Eg.

union {
  object { head( Build,Eye_Colour,Eye_Lid,Eye_Rot,Lip_Size,Skin,
                 Head_Twist,Head_Tip,Head_Tilt ) }
  object {torso( Build,Skin,RA_S2E,RA_E2W,LA_S2E,LA_E2W,RL_H2K,
                 RL_K2A,LL_H2K,LL_K2A ) }
  object {hands( Build,Skin,RA_S2E,RA_E2W,LA_S2E,LA_E2W,RH_Rot,
                 LH_Rot ) }
  object { feet( Build,Skin,RL_H2K,RL_K2A,LL_H2K,LL_K2A,RF_Rot,
                 LF_Rot ) }
  object { hair( Hair_On,Hair_Rot,Hair_Col,Hair_Arch,Hair_Thck,
                 Hair_Line,Hair_LDpth,Hair_Wght,Hair_Hght,Hair_Length,
                 Hair_Curl,Head_Twist,Head_Tip,Head_Tilt ) }
  translate Origin_RL + <0,3,0>//Addition for foot
  scale MyScale
  rotate MyRotation
  translate MyLocation
}

Suggestion on Multiple Blob Men Usage
- - - - - - - - - - - - - - - - - - -
See samples.pov for an example of using arrays with Blob Man, 
Blob_Man_Studio.pov creates a file bm_array.dat for the current pose,
this was used to create the arrays in samples.pov.

Things to come
- - - - - - - 
I have a few ideas for improvements to Blob Man when I get the time.

 * Variable hand positions, possibly poseability of each finger !
 * Blob_Lady, Blob_Kids
 * Variable Limb Segment Lengths (to create those long limbed aliens)
 * Bending and twisting of torso
 * Clothing
 * Windows front end to input settings - I need help with this any offers !?
 * Better documentation :)
 
If you have any suggestions, comments etc. please let me know, and if
you make any impovements, please send me a copy. 

History of blob_man.inc
- - - - - - - - - - - - 
v1.0    April 1999      Initial release.

v0.0    March 1999      Govert Zoethout published his source files.
                        Original Macros had static arms and no 
                        hands or legs, and in his native language 
                        (which I can't speak) 
                        