Ok. Renpatsu was right and the script as written does select the right render script, though the options don’t display and can’t be adjusted. I’ll continue to try to tweak that.
Meanwhile, I have one last issue I’m trying to work through. There are three methods of generating outlines: z-difference, normals, and color ID. I’ve been using colorID, which has the advantage that it handles transparency, but only between different objects (or I can set it to put lines between different mat zones, but that doesn’t always improve matters). Normal-calculated outlines work better for “internal” lines, e.g. the nose on someone’s face, gaps in hair, etc. Examples are below—a color render with ColorID outlines, then the generated outline files for ColorID and Normal outlines. (The depth-based outlines don’t work well enough for my purposes, but I’ve included one so you can see how dark they tend to come out, and they also don’t take transparency into account.)
Does anyone know of a way to have the renderer incorporate transparency (i.e. alpha) into the normal outline render? I think that would be ideal for my purposes, if I could figure out how to do it.