Redistribution Utilities User Manual
The redistribution license comes with command-line tools (for Windows) that
can be used to automate your character creation pipeline. All command-line
utilities can be invoked with no arguments to get help info.
AddAnimateMorph
Add morph targets into a .TRI file. Useful for automating the addition of many morphs into
a .TRI file before integrating with Customizer. Supports both 'diff' morphs and 'stat' morphs.
Examples:
>AddAnimateMorph diff base.tri smile.tri Smile
>AddAnimateMorph stat base.tri blinkL.tri "Blink Left" baseWithMorphs.tri
CustomizerCL
Command-line version of customer’s Geometry Integration step.
You must manually create a Customizer project and complete the setup stage before
using this tool. You can then automate the creation of shape statistics files
(.EGM files) for your accessory models such as hairstyles, facial hair and glasses.
The ‘-merge’ option allows you to automatically merge multi-material and multi-group OBJ files.
Example:
>CustomizerCL -merge myCustomizerProjectDir hat.obj outputDir
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
MakeUvMapImage
Useful for generating an image of your mesh's UV map to check the layout. Example:
>MakeUvMapImage 1024 1024 mesh.tri meshUvLayout.jpg