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