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.


CustomizerCL
FgCoding
FgMorph
FileConvert
FgOverlay

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

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


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