Some quick notes on GwynFlex version A06...(21 October, 1999)

New in this version:
- If you set the new Normalize Poses option, poses from Corvus
  motion capture data will automatically adjust to the proportions
  of your model once the skeleton is set up.
- You can save your bones so you don't need to re set the bone
  lengths every time
- You can turn on and off individual mesh nodes in the display
  using the Mesh Nodes dialog box.
- You must now use the View Generated Model item to view the
  results of posing a model after using Model Generate Body Parts
- A "dividing plane" is provided, you can use the dividing plane
  and the new mesh node enabling / disabling capability to help
  the program make better choices when assigning geometry to bones
- Some bugs in the .3DS import routine were fixed
- Lots of internal changes related to new data structures and new
  ways of drawing the bones that make up for deficiencies in the
  original implementation
- You can delete the current model using Cut or control-X
- Eliminated some options (skeleton is always heirarchical and
  bones are always visible, wing options are disabled)

Not in yet:
- You can't generate a player model tris.fm file yet
- You can only import .3DS binary and .OBJ ASCII files
- The body part algorithm is not foolproof and there is no way
  to tweak the results manually yet.
- No texture mapping
- No weapons support

Installation:
- Just make sure that the default.spz file is in the same folder
  as the gwynflexa05.exe folder. The default.spz folder holds
  the default pose for the skeleton, in frame 'default'
- If you have downloaded the mocap.bin motion capture file,
  put it in the same folder as gwynflexa05.exe

Tips:
- When using Generate Body Parts, it's best to use a startiong pose
  in which the arms are stretched out horizontally and the legs are
  apart, kind of like the famous sketch by Leonardo DaVinci. This
  pose is the least confusing to the software, and provides superior
  results. For example, use CONJURE11 rather than RECOVER7.
- It's always best to start from an existing Corvus pose if you can.
  These poses already have all of the bones spun in the right direction,
  which can save you a lot of time and confusion ("Why is my head on
  backwards?). Select Load Pose, then type in 'mocap.bin' as the file
  name and type in the name of the pose you want to use.
- Once you have lined the skeleton up with the pose of your mesh,
  select Model->Generate->Body parts to automatically figure out
  which parts of the mesh belong with each bone. This can take
  several minutes - watch the status bar for 'Ready' to indicate
  that it is done. Be sure to check all camera views to make sure
  your skeleton is lined up right!
- Once you have generated body parts, you can re-pose the mesh
  either by manually moving the joints around and selecting
  Model->Pose, or by loading a previously stored pose (from
  a .spz file or from mocap.bin).

Sample meshes:
- The ZIP file includes two sample meshs, conjure11EC63.obj and
  conjure14EC63.obj, to play with. conjure11EC53.obj is the
  Styx1 model as he appears in the conjure11 animation frame.
  conjure14EC63.obj is the Corvus model, as he appears in the
  conjure14 animation frame.
- You can use the sample pose file, conjure11.spz, to load the
  conjure11, conjure13, and conjure14 poses onto either of
  these meshes, in case you haven't downloaded mocap.bin (2.5MB)


Contacting the Author:
- You can reach Gwynhala, the author of GwynFlex, at any of
  these addresses:

  serotonin@earthlink.net
  gwynhala@hereticii.com
  ICQ 38345327

- GwynFlex is Copyright 1999 by Christopher J. Burke
  Portions are Copyright 1996 by Nigel Thompson
  You can use GwynFlex and its output as you please,
  but you are not allowed to sell GwynFlex.
