eyeorderchaos opened this issue on Mar 20, 2009 · 17 posts
ockham posted Wed, 25 March 2009 at 4:34 PM
What I meant was an editing operation between the original CR2 and your
head-only CR2.
The head in the original would start something like this:
actor head
{
name head
on
bend 0
dynamicsLock 0
hidden 0
addToMenu 1
castsShadow 1
includeInDepthCue 1
useZBuffer 1
parent neck
creaseAngle 80
channels
{
targetGeom midbrow
{
name midbrow
initValue 0
hidden 0
forceLimits 1
min -100000
max 100000
trackingScale 0.02
keys
{
static 0
k 0 0
}
interpStyleLocked 0
indexes 60
numbDeltas 850
deltas
{
d 384 0 0.003724712 0
d 385 0 0.005840383 0
d 386 0 0.008395069 0
d 387 0 0.009484353 0
d 388 0 0.009754301 0
-------------------------------------------------------------- and so on.....
The head in your newly made head-only CR2 would start like this:
actor head:3
{
name head
on
bend 0
dynamicsLock 0
hidden 0
addToMenu 1
castsShadow 1
includeInDepthCue 1
useZBuffer 1
parent neck:3
creaseAngle 80
channels
{
taperY taper
{
name taper
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.04
keys
{
static 0
k 0 0
}
interpStyleLocked 0
}
smoothScaleY neck_smooY
{
name neck_scaleY
initValue 0
------------------------------------------------------------- and so on......
You'd select all the morph paragraphs in the original, starting with
the first "targetGeom" line, and paste them into the new CR2 starting
just before the first non-morph parameter channel. In this case it's "taperY"
but it could be something else like maybe an "offset" channel.