Some quick notes on GwynFlex version A07...(27 October, 1999)

New in this version:
- Good news: this version generates flex models (File->Export)
- Bad news: the flex models are broken and crash QMView
- Annoying news: the flex model generating code has been crippled
  so that only the first two frames are generated. And the resulting
  model is still broken.
- The new Model->Groups dialog is used to enable. disable, and
  rename groups of connected triangles within an imported model.
  When generating body parts (Model->Generate->Body Parts) you must
  enable the groups that surround the bones you're generating for.
  Groups are listed alphabetically; there is always a group that
  includes all of the mesh.
- GwynFlex now preserves texture mapping information from the
  model
- GwynFlex now supports binding of weapon meshes to bones (using
  the grouping features - make your weapons separate groups)

Not in yet:
- You can only import .3DS binary and .OBJ ASCII files - no
  .FM or .MD2 import yet
- The body part algorithm is not foolproof and there is no way
  to tweak the results manually yet.
- The flexmodel is always generated from mocap.bin, you can't
  specify an alternative set of motion data yet (but you can
  put whatever you want in mocap.bin)

Installation:
- Just make sure that the default.spz file is in the same folder
  as the gwynflexa07.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 gwynflexa07.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 view the mesh in
  various poses by selecting View->Generated Model and loading
  a previously stored pose (from a .psz 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.
