SamTherapy opened this issue on Mar 09, 2013 ยท 33 posts
lesbentley posted Tue, 12 March 2013 at 4:28 PM
There are two alternate geometries, three geometries in all including the default. Each geometry is mapped differently.
The default geometry has one material zone "mat-01" and has planar mapping.
The first alternateGeom has three material zones "mat-01" through "mat-03" and uses box mapping. Under this map each actor has a different material zone.
The second alternateGeom uses cylindrical mapping, it also has the same three material zones, but each actor uses all three zones.
In the first alternateGeom, one vertex on the front center line has been (intentionally) displaced downwards, and on the second alternateGeom the same vertex has been displaced upwards.
The figure has four FBMs. In the animation the B and C actors were posed and the FBM "Morph-003" was applied. The animation was then made. The only difference in the three frames of the animation was that the AltGeom dial in the BODY was advanced in each frame. You will notice that the mapping changes whilst the same morph and weight mapping continues to work the same as for the default geometry.
I think this demonstrates conclusively that using alternate geometries does not add to the bloat of the cr2, beyond the very few lines necessary to implement the geom switching.