Redistribution User Manual

The redistribution license comes with command-line tools that can be used to automate your character creation pipeline. This manual assumes familiarity with the Modeller and Customizer.


FgCoding
FgMorph
FileConvert
FgOverlay

All command-line utilities can be invoked with no arguments to get help info.

FgCoding

Apply a face to a model part:

Example: Applying a face to a head mesh ('hs' stands for Head SAM):

>FgCoding hs.tri hs.bmp hs.egm hs.egt hs.fim myFace.fg headMesh.tri headTexture.bmp

Example: Applying a face to a hairstyle mesh ('hs' stands for Hair SAM):

>FgCoding hs.tri hs.bmp hs.egm "" "" myFace.fg hairMesh.tri hairTexture.bmp

FgMorph

Can be useful if you're using morphs to represent additional face shape information, such as fantasy race mix-ins, or if you need to convert a set of morphs via separate files.

Example: Apply the 0'th diff morph to full value and the 0'th stat morph to half value:

>FgMorph -d 0 1.0 -s 0 0.5 headMesh.tri morphedHead.tri

FileConvert

After creating your mesh in our TRI format, you'll want to convert it to a format you can read.

FileConvert will read TRI, VRML, OBJ and 3DS, and will write to TRI, VRML1, VRML2, OBJ, 3DS, LWO, MA and XSI.

Example: Convert the TRI we created above to 'morphedHead.obj':

>FileConvert tri-obj morphedHead

FgOverlay

Composite an alpha-mapped image over another one.

Example: Composite an alpha-mapped beard texture over a head texture:

>fgoverlay headTexture.bmp beardColor.jpg beardAlpha.jpg headWithBeard.bmp


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