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*                                                                           *
*                       BodyWarp - BETA v0.3  Manual                        *
*                                                                           *
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*                                                                           *
*                      A Product of Spanki's Skin Shack                     *
*                                                                           *
*                       Copyright (c) 2000 Keith Young                      *
*                                                                           *
*                       web: http://www.cfw.com/~cyclone                    *
*                    e-mail: cyclone@cfw.com                                *
*                                                                           *
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Contents:

1. Description/Disclaimer
2. Distribution/License
3. System Requirements
4. Installation
5. Operating Instructions
6. Menu Descriptions
7. User Interface
8. Brief Tutorial



=============================================================================
1. Description
=============================================================================

1.1 Background

BodyWarp was designed as a viewer [and now warper] for 'Skins' used in Maxis'
Game - "The SIMs".

I've been using FaceLift Gold to try to create some new heads for the game.
FaceLift is a great program that does some pretty technically neat things, but
I keep running into the same problem...

After hours of tuning, I finally get a head shape I like, but when I export it
to the game, it turns out to be 'Child' or 'Giant' sized. I've been whining
about the lack of a simple 'scale' feature in that program for too long now...

So I started deciphering the .skn file format.  Once I had it pretty well
figured out, I decided to whip out the compiler and some sample Direct3D code
and see what I could come up with.  The result is 'BodyWarp'.

This program will let you load head meshes, scale them up or down and save them
back out.

I've also found it to be a great viewing tool for getting close-up views of
skins I'm working on, I think you will too.

Enjoy.


1.2 Disclaimer

As it says at the top, THIS IS BETA SOFTWARE - USE AT YOUR OWN RISK.  While I
have made all efforts to ensure that the program behaves - on MY system - and
has no obvious or serious bugs, this is no (and I make no) guarantee that it
will work without problems on YOUR system.  It is being provided as-is, with
no warranties or guarantees whatsoever, caveat emptor, etc.

Also note that this program is being developed on my own time and I am
distributing it free of charge... I make no promises to ever release another
version (although I 'plan' to).  Take that into consideration when you send me
your wish-list.. you get what you pay for :).



=============================================================================
2. Distribution/License
=============================================================================

BodyWarp is being distributed as 'Freeware'.  This does NOT mean that it is in
the public domain.  BodyWarp is Copyright 2000 - Keith Young - All Rights
Reserved.

It may be freely distributed provided all files of the original archive remain
intact and un-altered and no charge is required or accepted for it's
distribution.  You have the right to use this program for personal, home use
(noncommercial).  yada, yada, yada... (if you have any questions about usage or
distribution, please contact Keith Young at: cyclone@cfw.com).  Better yet,
offer me a job :) (serious offers will be seriously considered).

NOTE: During the BETA phase, the program will be changing often.  Please do not
post this archive on other web or ftp sites.  Please just add a link to my site
where people can get the latest update.

The latest version can always be found at:  http://www.cfw.com/~cyclone



=============================================================================
3. System Requirements
=============================================================================

* DirectX v5.0 or later
* 3D Accelerated Video Card
* 800x600 resolution
* PII 266 or better [currently only tested on a PIII 500]

BodyWarp is written using Direct3D and expects that you have version 5.0 or
later in order to run the program.  I assume that it might work (dog-slow) on
a machine with no 3D Accelerated video card, but it has not been tested in
that configuration.



=============================================================================
4. Installation
=============================================================================

Create a directory and put the contents of the archive in that directory.
BodyWarp currently does not use any external DLLs or .ini files, but it does
expect 3 data files to be in the same directory...

sphere2.x       - Direct3D mesh file (used to depict light sources)
camera.x        -    ""                            ""
skinview.bmp    - Default Backdrop Bitmap [see below].

I've also included a sample head mesh and texture(s) in the archive, so you'll
have something to play around with.



=============================================================================
5. Operating Instructions
=============================================================================

To run the program, simply double-click on it's icon as you would any other
windows application.  It does not currently accept files dropped on it or any
command-line arguments.

When the program loads, it will look for 'skinview.bmp' in the same directory
and if it finds it, it will load it as the default 'backdrop' (the background
image for the 3D display window).  You can replace this with your own .bmp
file, but the dimensions must be 64x64 (actually, 32x32 works) or higher and
a power of two (64, 128, 256, 512, etc).  Note that you can also load a new
backdrop from within the program, under the 'File' menu.



=============================================================================
6. Menu Descriptions
=============================================================================

Before we get to the menus, there's some terminology that needs to be cleared
up.  If you've been to most SIMs web sites (including my own), you may have
gone to their 'Skins' page to download new 'textures' and/or 'meshes'.  The
term 'Skins' is used fairly interchangeably to describe both in common
practice.

From here on out, I will try to distinguish between the two by calling the
'*.SKN' files 'Meshes' and what's in the '*.bmp' file a 'Texture'.  If in
doubt, just look at the file extension.


6.1 Menus/File

    6.1.1 File/About
    
    Simply brings up an 'About' dialog.
        
    
    6.1.2 File/Load Skin Mesh File...
    
    Aside from admiring my programming expertise (heh), this is the reason for
    running the program...

    For people familiar with loading skins in Sim Show, well, this doesn't work
    like that.  In BodyWarp, you can load multiple meshes at once (both heads
    and bodies, but separately).

    Also, currently, you will be loading the *.SKN files directly, NOT the
    *.CMX files.  Because of this, BodyWarp will not currently display glasses
    on heads or capes on bodies (that information is in the *.CMX file).

    Once you've selected a *.SKN (mesh) file to load, another file requester
    will open to let you choose a 'skin' (*.bmp) texture to wrap around the
    mesh.  (you can cancel to load no texture) Confused yet? :)

        
        ********************** IMPORTANT NOTE *****************************
        
        Now that I have you attention, listen up...
        
        While the program does some minimal amount of checking to verify that
        you are loading a *.skn file, it is not extensive error checking.
        
        The program pretty much expects the file to be in a certain format
        (*.skn file format) and if you try to load executables, zip files,
        e-mails to your mom or anything else, you might well crash the program.
        
        Just stick to *.skn files and you should be ok.  If you run across
        a *.skn file that will not load, please send it to me.  Thanks. (and
        no, I don't mean for you to send me some file that you've been hand-
        editing so I can figure out how you broke it, heh).
        
        ****************** END OF IMPORTANT NOTE **************************

        
    
    6.1.3 File/Save Skin Mesh File...

    If you have loaded a mesh and scaled it up or down, you can now Save
    the newly-sized mesh.  BodyWarp only scales the vertices and does not alter
    any other data in the file [technical note: the 'vertex normal' data would
    also need to be re-computed if non-uniform scaling were allowed]
    
    [** v0.2 technical note addendum, non-uniform scaling is now allowed, but
    it turns out that re-computing the normals isn't working right, so they are
    not currently re-computed **].

    If you're paranoid (or just prudent), pick a new filename to save your
    new head as, so you don't over-write the original - THERE IS CURRENTLY NO
    WARNING ABOUT OVER-WRITING EXISTING FILES - consider yourself warned :).
        
    
    6.1.4 File/Save .CMX Files (New in v0.2)
    
    BodyWarp can create a .cmx file for the new mesh (.skn) files you save.
    This option defaults to ENABLED. Note that certain assumptions are made
    in the .cmx files that BodyWarp creates...
    
    - ***** as with .skn file saves, it does NOT CURRENTLY WARN YOU BEFORE
    OVER-WRITING AN EXISTING .CMX FILE WITH THE SAME NAME. ******

    - it assumes that you are saving either a HEAD or a full BODY mesh (it
    doesn't know what a cape or hat or sunglasses or anything else are).
    
    - the .cmx file will only reference ONE .skn file.  It doesn't know about
    and therefore doesn't create .cmx files that support add-on objects like
    hats, glasses, capes, etc.
    
    - for Head meshes (actually ANY single object/part mesh), 'HEAD' is the
    part name written in the appropriate section of the .cmx file.
    
    - for Full Body meshes (actually ANY multiple object/part mesh), 'PELVIS'
    is the part name written in the appropriate section of the .cmx file.
    
    ...so, with the above assumptions known...
    
    - the only real potential trouble is if you modify something like
    "xskin-c005ma_hipster-HEAD-HEAD.skn", a mesh that normally has an add-on
    (glasses) attached and then you save it back out as the same name... the
    .cmx file will be over-written without the info needed to add-on the
    glasses.  In that case, you'd have to add that section back into the file.

    - if you modify a head or body mesh and intend to save it as a NEW
    filename, leave this option enabled to have the .cmx file created for you.
    
    - if you modify a head or body mesh and intend to use the SAME filename, as
    long as it has no add-on parts and is either a head or a full body mesh,
    it's fine to leave this option enabled.

    - if you modify a mesh that has no 'add-on' parts (like hats, glasses,
    capes, wings, whatever), and intend to use a NEW filename, go ahead and
    leave this option enabled (the first time you save it) to get the template
    .cmx file created for you, but you'll need to add in the add-on section(s).
    
    - if you're modifying a cape or some other add-on part, then the .cmx file
    (for that single part) is not really needed at all anyway, so it doesn't
    matter whether you create one or not.
    
    
    6.1.4 File/Load New Backdrop...

    As mentioned above, this allows you to load a new 'backdrop'.  I had a
    'grid' bitmap I made for comparing head sizes, but I think I over-wrote
    it (Doh!).  Anyway, you can load your favorite 'skin' (texture), a picture
    of a grid for detail work, a moonscape for photo-shoots, whatever floats
    your boat.  Just make sure it's at least 64x64 (actually, 32x32 works) and
    the dimensions are a power of two (64, 128, 256, 512, etc).
    
    
    6.1.5 File/Exit
    
    End. Done. Quit. Make It Stop.
    
    

6.2 Menus/Edit

    6.2.1 Edit/Delete Selected
    
    I should probably change the label of this one to make it sound less
    foreboding :).  Selecting this menu simply removes the currently selected
    mesh (or light) from the program - it does NOT delete any files from your
    hard drive.  You can also use the 'Delete' key.
    
    6.2.2 Edit/Lock X[Y,Z] Scale (New in v0.2)
    
    These options allow you to control in which dimensions scaling is performed
    on the currently selected part of the currently selected mesh.  So if, for
    example, the 'Y' dimension is Locked, scaling only occurs in the X and Z
    dimensions.
    
        NOTE: If you have 'All' body parts selected, you'll likely want to lock
        the 'Y' (up/down) dimension... while scaling in Y looks fine in
        BodyWarp, it may not work well in the game or in SimShow.  The reason
        is difficult (pretty technical) to explain, but you may end up with
        wrists that no longer meet the hands (the hands float out beyond a gap)
        or ankles that extend through the bottom of the feet and knees that
        overlap the shins.
        
        In particular, you may not want to scale the L_ARM2 or R_ARM2 in the
        'X' dimension either (I'm not really displaying the arms correctly,
        currently).
        
        While I've left it in as an option, I don't really recommend scaling
        'All' in anything but the 'Z' dimension.  It takes a little more work,
        but you'll get better results scaling body parts individually.

        
    6.2.3 Edit/Scale Up
    
    Scales the selected part(s) of the selected mesh UP in all dimensions that
    are not currently locked.
    
    
    6.2.4 Edit/Scale Down
    
    Scales the selected part(s) of the selected mesh DOWN in all dimensions
    that are not currently locked.
    
    
    6.2.5 Edit/Toggle Texture On/Off (New in v0.2)
    
    This option lets you hide/un-hide the texture of the currently selected
    mesh. This is particularly useful if the texture you are using blends
    poorly with the 'vertex coloring' used to show the current body part
    selection.
    
    
    6.2.6 Edit/New Texture (*.bmp)... (New in v0.2)
    
    Lets you load a new 'Skin' texture for the currently selected mesh.
    
    
    6.2.7 Edit/Change Color...
    
    Let's you change the color of lights and/or meshes.  This is for display
    purposes only.  It has no affect on the files you save back out.  You might
    use this to set up a few colored lights for some special screen-shot.
    
    
    6.2.8 Edit/Bounding Boxes
    
    This toggles the drawing of a bounding box around the selected objects
    (meshes).  It's sometimes useful when you're trying to get things aligned a
    certain way.



6.3 Menus/Renderer

    6.3.1 Renderer/Lighting
    
    Toggles whether or not lights affect the rendering of objects.  Note that
    this can be a little confusing... because with lighting turned 'Off', the
    objects appear to be 'brighter'.  The fact is, when lighting is turned off,
    the entire mesh is lit evenly, so there are no shadows or bright/dark sides
    to a mesh.
    
    When lighting is 'On' or enabled, the polygons are all lit according to
    their relative positions and orientations, relative to whatever lights (and
    the type of lights) are in the scene.  I'll try to go into more detail in
    the 'Lights' section, below.
    
    For now, if you are having trouble setting lights up so you can see your
    mesh, try 'turning off the lights' :).
    
        **************************** NOTE: v0,2 *******************************

        Selected body parts are now highlighted with vertex coloring.  This
        coloring does NOT show up unless lighting is disabled.

        If you want lighting disabled, but don't want the vertex coloring, you
        can select 'None' body parts from the bottom of the drop-down list.

        **************************** NOTE: v0,2 *******************************
    

    6.3.2 Renderer/Points
    
    As with the next two options, this sets how the geometry of meshes are
    rendered.  This one is probably the least useful option in the program :).
    When rendering in 'Point' mode, only the vertices are drawn (no lines or
    polygons) - AND they are only drawn as single pixels - making them very
    hard to see.  Unless someone finds a use for this mode, it may be going
    away soon...
    
    
    6.3.3 Renderer/Wireframe
    
    Draws the geometry of a mesh as a line-drawing, connecting the dots
    (vertices).  This mode is actually useful if you tweek meshes by hand
    (don't ask, if you don't know :).  It's also useful to help you understand
    why your texture is wrapping the way it is on a particular mesh...
    
    
    6.3.4 Renderer/Solid

    Draws the geometry of a mesh as filled polygons.  What more needs to be
    said? Note that Points/Wireframe/Solid are mutually exclusive.  One mode
    is always selected and no two of these modes are active at the same time
    (yeah, I know, wireframe on top of solid would be nice, but... oh well).
    

    6.3.5 Renderer/Flat

    This next group of 3 options set how 'shading' is handled.  Flat Shading
    treats each polygon independently.  The polygon face has what's known as
    a 'normal' (or normal vector) that describes the direction that the face
    uhm... faces.  Each polygon is lit evenly across, giving a very chunky,
    box-like appearance.
    
    This mode is VERY useful to see how your textures wrap around a mesh,
    because you can tell exactly where one polygon ends and another starts
    (textures are broken up and 'pinned' to a mesh at the vertices, using what
    are called 'U/V Coordinates' at each vertex).

        NOTE: If you have 'Lighting' disabled, you will not see ANY difference
        between Flat Shading and Gauroud Shading - the lights are what causes
        and defines 'shading'.


    6.3.6 Renderer/Gauroud

    Also known as 'Smooth Shading'.  As opposed to Flat Shading, this mode
    assigns a 'normal' to every vertex/point of the mesh, which is an 'average'
    of the face normals used in Flat Shading mode.  The renderer then
    interpolates the lighting across the face from one shade value to the next,
    giving a very smooth/rounded look.
    
    All you really need to know is this is the 'smooth' mode :).
    
    
    6.3.7 Renderer/Phong

    Yet another form of shading that's beyond the scope of this document to
    describe... particularly since it's not really supported.  Expect this
    option to go away.


    6.3.8 Renderer/Mono
    
    This is 8-bit, 256 Color, 'Ramp' mode. Almost no one needs to use this mode
    these days, but it's here for backwards compatibility.
    
    
    6.3.9 Renderer/RGB
    
    This is the preferred (and usually faster), non-palettized rendering mode.
    If you have at least a first generation 3D video card (Voodoo 1, etc), use
    this mode.
    
    
    6.3.10 Renderer/Dithered
    
    Again, this is really only here for compatibility, and would really only
    possibly be needed if you had to run in 'Mono' (or Ramp) mode.
    

    6.3.11 Renderer/Texture Filtering

    Also known as 'Bilinear Texture Filtering'.  Remember Wolfenstien3D (and
    pretty much every other software 3D rendering engine ever written...), well,
    if you really miss those days, or you need to count pixels for some reason,
    turn off texture filtering :). 



6.4 Menus/Lights

    6.4.1 Lights/Directional
    
    This set of menus lets you add lights to the scene.  A Directional light
    has a direction attribute, but the origin is considered to be infinitely
    far away, so it doesn't really matter 'where' you put the light, only which
    direction it's facing.
    
    Aside from an ambient light source, the program creates one directional
    light when it first starts up.  It may be slightly out of view, in the
    upper right.  To see it and/or manipulate it, try zooming the view out a
    bit (use the zoom icon on the far right of the toolbar or the 'R' and 'T'
    keys).  See the 'Interface/Mouse' section below for more information about
    manipulating objects with the mouse.
    
    
    6.4.2 Lights/Parallel Point
    
    This type of light has both origin and directional properties.  Because
    it's origin is taken into account, this amount of light falls off as the
    distance from it gets greater.
    
    
    6.4.3 Lights/Point
    
    This type of light also has both origin and directional properties, but
    the direction is computed radially outwards from the center of the light.
    This type of light takes more processing power than the Parallel Point
    type of light source.
    
    
    6.4.4 Lights/Spot
    
    This type of light has a 'cone' of influence, in addition to origin and
    directional properties (think flashlight).  In terms of processing power,
    this is the most processing-intensive type of light source.
    
    

=============================================================================
7. User Interface
=============================================================================


7.1 Interface/Keyboard

There are several hot-keys defined that may or may not be listed in the menus,
but perform the same functions as defined above.  Here is a list...

    '<Del>'     - removes the current, light source or mesh from the scene
    'T'         - Zoom view In
    'R'         - Zoom view Out
    '<Up>'      - Move view Up
    '<Down>'    - Move view Down
    '<Left>'    - Move View uhm.. Left.
    '<Right>'   - Hmmm...
    'X'         - Move selected object Away from the camera (into screen), 
    'Z'         - Move selected object Towards the camera (out of screen).
    '<KeyPad->' - Scale selected mesh down. (see below)
    '<KeyPad+>' - Scale selected mesh up (see below)
    'Q'         - Lock X Scale toggle   (v0.3)
    'W'         - Lock Y Scale toggle   (v0.3)
    'E'         - Lock Z Scale toggle   (v0.3)
    'S'         - Scale Up              (v0.3)
    'D'         - Scale Down            (v0.3)


7.2 Interface/Mouse

Actually manipulating a mesh with the mouse is an acquired art form.  Dragging
an object around is pretty straight forward, but rotating it takes some
practice and getting used to.  I'm not crazy about this method of rotating,
but it's all I've got for now...

'Left Click on object'              - Select an object.
'Right Click on object'             - Also selects object.
'Left Click and drag on object'     - Rotates the object.
'Right Click and drag on object'    - Drags the object.


7.3 Interface/Displays (New in v0.2)

    7.3.1 Title Bar

    The titlebar text lists the currently selected mesh.  If that mesh has been
    scaled at all, there will be a '*' appended to the name. Once you've saved
    the mesh, the '*' goes away until you scale it again.
    

    7.3.2 Tool Bar
    
    On the far right side of the toolbar is a drop-down selection box that lets
    you select which part of a mesh scaling will affect.  This control also
    serves as a display, showing which body part is currently selected.  At the
    bottom of the drop-down list are options to select both 'All' and 'None'.
    

    7.3.3 Status Bar
    
    Across the bottom of the application window are 3 status readouts...
    
        - Mouse Position:
          This is strictly 2D window-relative position information. It does not
          reflect anything relative to the 3D display.  About the only thing it
          may be useful for is letting you know how big your display window is,
          for screen-shot purposes, or something :).
          
        - Scale X Y Z:
          Displays the scaling information about the currently selected body
          part on the currently selected mesh. Note that scaling information is
          tracked separately for each body part and an additional scale value
          is tracked for the entire mesh.
          
          If you scale the entire mesh, that amount is added to the individual
          parts scale values, but scaling individual parts does not affect the
          entire mesh value.
          
        - Dimensions:
          Displays the range of values of the vertices in the entire currently
          selected mesh.  The is best illustrated by enabling the 'Bounding
          Boxes' option.  It's the values that make up the corners of that
          box.

    
=============================================================================
8. Brief Tutorial - "My Head's Too Small"
=============================================================================

Ok, you've now read all of the above (right?) and you've got a head that you've
created in Facelift - you're pretty proud of it and it looks great but it's too
small to use for an adult head.  You're in luck! BodyWarp was written to solve
just this sort of problem.  I'll dispense with the "My Head's too small" jokes
and start right in with the tutorial...

[NOTE: The following tutorial assumes that you have SimShow or some other
source or reference meshes]

1.  First, make a back up copy of your new head - we'll be over-writing the one
    that gets loaded (so I don't have to explain CMX files right now :).

2.  Start the program.

3.  Select 'Load Skin File...' from the File Menu or click on the little folder
    icon on the tool bar.

4.  Go to the "..\The Sims\SimShow\cmx3" folder (or where ever you have it
    installed) and pick a head that matches the type of head you have created...
    you're looking for files that start with "xskin-Cxxx..." ('B' is Body
    meshes, 'C' is for cranium (head)).  For this example, we'll be using Betty
    Newbie's head, which is a short-haired female.  Look for and pick the file
    named: "xskin-C001FA_Mercedes-HEAD-HEAD.skn".

5.  Once you've selected the mesh, back up to the "..\SimShow\Textures"
    directory and select a (preferably matching) texture/*.bmp file. Look at
    the first 4 chars of the filename, we're looking for files that start with
    a 'C' and that have the same ID as the head mesh we've chosen ('001', in
    this example). You should see a file named: "C001FAlgt_Shannon01.bmp".
    That's Betty, pick that.
    
6.  You should now see the head in the center of the screen... but it's a bit
    far away (looks small).  Hit the 'T' key a few times (or click on the
    magnifying glass toolbar icon) to Zoom the view in.  Note that you could
    also scale the head up instead, but we're going to be using this as a
    reference head, so we want to leave the size of the head alone.
    
7.  Now that you've got Betty up close where you can see her, you notice that
    she's really not well lit on one side of her face. You can play around with
    the lights some other time, but for now, just disable lighting - either by
    using the 'Lights/Lighting' menu or clicking on the little light-bulb in
    the toolbar.
    
8.  Ok, the next step is to load the head you want to scale, but first, let's
    move Betty to the side a bit to get her out of the way... move the mouse
    over her head, right click and drag slowly to one side.
    
9.  We want Betty facing straight forward with her head straight up and down...
    moving her caused her to rotate slightly, so this time left-click and drag
    slowly to try to get her straightened out.  If you got wild spinning her
    around and can't seem to straighten her back up, just select her, hit the
    DEL key and go back to step 3 :).  It actually only matters for visual
    reference purposes which way she's facing, so just get it close.
    
10. Time to load your new head... follow the same steps (2-4, but using the
    appropriate directories) above to load in your new head and accompanying
    texture.
    
11. If all went as planned, you now see your new head in the center of the
    screen, ready to be scaled.  Select each head (left or right click on it,
    but try not to drag for now) back and forth a few times and notice the
    change in the title-bar text and the 'Dimensions' display at the bottom of
    the screen in the status bar.
    
    The "Dimensions:" refers to the size of a 'bounding box' that completely
    encloses the mesh.  To see a visual representation of this, turn on
    bounding boxes from the Edit menu.
    
    [NOTE: Betty has short, chin-length hair. If your head has long, shoulder-
    length hair, there may be a considerable size difference in the Y dimension,
    so take that into consideration when sizing your new head]

        **************************** NOTE: v0,2 *******************************

        The 'Dimensions' display still refers to the entire mesh, coresponding
        to the Bounding Box (if enabled) not the new (to v0.2) currently
        selected body part.

        **************************** NOTE: v0,2 *******************************

12. Make sure that your new head is 'selected'.

13. Using Betty's head as a visual reference, hit the keypad '+' or '-' keys to
    scale your new head up or down until it looks about right.  Note that the
    "Scale X Y Z:" text in the status bar along with the "Dimensions:" text
    changes as you scale the head up or down. Also note that as soon as you
    scaled the head, an asterisk ('*') was appended to the filename in the
    title-bar, denoting that the head/mesh has been scaled.
    
14. Once you have the head the right size, click on the save icon on the
    toolbar or select "Save Skin File..." from the File menu and save the mesh.
    If you understand CMX files and all the file naming conventions involved,
    go ahead and save it as a new filename, otherwise, just over-write the
    existing file (you made a backup in step one, remember?).
    
15. If you didn't save it to the "..\SimShow\People1" directory (or the "Skins"
    directory in "..\The Sims"), copy it there and go try it out with SimShow
    or the game itself.
    
16. If it still needs some tweeking, load it back in and scale it a bit more.
    Note that if you load it back in, the 'Scale X Y Z' will say '1.0' again.
    The scale information is not kept in the file, so BodyWarp has no idea
    whether you'd previously scaled this head before.

17. If it looks good now, Congratulations!  Now go load it back into the
    program and just have fun with the rendering options and such ;).

-=== END OF TUTORIAL ===-

Also, END OF MANUAL.  If you need to contact me to report problems or send
comments, see the contact info at the top of this file.

Enjoy,

- Keith A.K.A. Spanki

