Woot, woot!! Superior work, Luminaire! The one thing I'm really worried about there are the hair pieces sticking out of the top of Serge's bandana wrap (
*slaps head -- Oh, those aren't hair pieces! They're just Serge's trunks. Very good!).
Since those aren't bones in-and-of themselves, adding Section 2 info may not solve the problem. What concerns do you have about the models Luminaire, since you've got first-hand experience actually reproducing them? I can always go back and check stuff out, doing more experiments if need be.
It would seem that the bones have been shaped into their final forms via the vertex pool, but they still need to be snapped into place based on info from Section 1-1(?) and Section 2. Do you guys think we actually need to hunt for bone lengths still, or is it possible those are already taken care of with the vertex pool info?
I'm prepared to declare that the 3D joint coordinates given in Section 2 are consistent with regard to X, Y, and Z specifications. Looking at Serge with the model's belt buckle facing us, it appears the joint coordinate specifications are in Z -> Y -> X order. Take a look at Serge's neck joint again:
http://s2.supload.com/gal/0802013763/0/The first specification changes the height of Serge's head on the Z axis; the second specification moves the head toward or away from us (that's what it would look like if the pic were taken from the belt buckle view, anyway); and the third specification moves Serge's head along the X axis with respect to the frontal belt buckle view.
Now here's where things get interesting. I believe I reported earlier on Serge's upper shoulder joints having a Y -> Z -> X order for the rotation specifications. But it appears that the joint coordinates still have Z -> Y -> X specification!
http://s2.supload.com/gal/0802013224/0/In the first pic, Serge's shoulder joint is raised slightly (along the Z axis), causing his hand to miss his weapon handle; in the second, his shoulder joint is stretched away from us if you're viewing the model with the belt buckle facing you (Y axis specification); and in the third pic, Serge's arm is drawn along the X axis until he appears to look something like Goro of
Mortal Kombat fame.
UPDATE: Just wanted to mention that, after changing the file structure wiki a bit, the 3D coordinate specification order in Section 2 conforms to the same order we saw in the vertex pool! Yay for consistency!
In honor of Luminaire's work, I'm posting a slick pic as per our custom. They're cheaper than cigars.
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