Rotating avs around the Z axis (Wishlist)

Rotating avs around the Z axis // Wishlist

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starfleet

Jun 28, 2003, 6:12am

bowen

Jun 28, 2003, 6:17am
[View Quote] You can though, sorta? :P

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--Bowen--

calhoun

Jun 28, 2003, 7:36am
speaking of "Avatars" there is a possible way to make reflections, there
should be a create mirror command that when your avatar walks across it (for
floors only) it will flip the avatar upside down but with allignment of your
av, creating a successful Reflection
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mike zimmer

Jun 28, 2003, 7:43am
Ha. Your funny.
--
-Miek Zimmer
*Mike

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starfleet

Jun 28, 2003, 12:49pm
Show me that.

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john

Jun 28, 2003, 1:56pm
it truly is possible, if you look at the 6dx engine (www.aztica.com) you
will see that there are reflections

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bowen

Jun 28, 2003, 4:35pm
[View Quote] Press your arrow key, without holding shift.

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--Bowen--

starfleet

Jun 28, 2003, 4:39pm
That's the Y axis, not the Z axis ROFL....I meant leaning sideways like an aircraft when
it turns.

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bowen

Jun 28, 2003, 4:43pm
[View Quote] Actually, wouldn't the Y axis be when you look up and down and your
Avatar leans up and down? This is confusing, I hate rendering engines
for this very reason. :P

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--Bowen--

starfleet

Jun 28, 2003, 4:52pm
Normally yes, but in AW Y is the vertical axis.
As weird as the reversed compass system..hehe

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technozeus

Jun 28, 2003, 11:00pm
Actually, that's the X axis, and is in other standard formats as well. When you look up or down, you are rotating the Y axis into the Z axis and the Z axis into the Y axis. In other words, you are rotating through the Y-Z plane, around the X axis. When your avatar turns left or right, it rotates arounf the Y axis, through the X-Z plane. In some 3D formats turning your avatar left or right is considered to be a rotation through the X-Y plane through the Z axis. Where this comes from is that most 2D formats are considered to have an X axis and a Y axis, so the addition of height to a 2D map is often considered to be the addition of a Z axis. Actually, this makes more sense to me even though I'm used to the Active Worlds format and other formats which use the Y axis as the vertical axis, but then again... I like using the Y-Z plane for 2D worlds and the X-Y plane for ground-parallel maps of 3D worlds. :)

Anyway... yes, it would be nice to be able to access full 3D rotation of your position within a 3D world, provided the world owner hasn't chosen to limit it for the avatar you're using. (Just my opinion.)

TechnoZeus

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mike zimmer

Jun 29, 2003, 1:51am
Too bad AW uses the Renderware engine :-)
--
-Miek Zimmer
*Mike

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john

Jun 29, 2003, 5:14pm
I think aw should suggest to the creators of Renderware that they add this
ability.

~John

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john

Jun 29, 2003, 5:15pm
Sounds as messed up as Grand Theft Auto 3 - OMG!!! I just realised thats
Renderware too.. maybe thats something to do with it

~John

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bowen

Jun 29, 2003, 5:38pm
[View Quote] Different version of RenderWare. I thought.

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--Bowen--

mike zimmer

Jun 30, 2003, 8:44pm
Nope both RW3.
--
-Miek Zimmer
*Mike

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technozeus

Jul 1, 2003, 5:42am
Actually, reflections can be done in RenderWare also. The problem is that if reflections were added they would probably either have to raise the system requirements for Active Worlds, or put up with a flood of performance complaints.... or even more likely, both. Think of it this way: If you have 100 objects in a scene, and one object reflects them, then that's 200 object images to render because the objects would be viewed at a different angle through the reflection than directly, and if one object reflects an image of that scene with the reflection in it, then that's 400 object images to render. Yes, there are ways to reduce "some" of this extra processing, but it's not hard to see how it could very quickly add up to a huge performance hit even when optimized.

TechnoZeus

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technozeus

Jul 1, 2003, 5:45am
It's just geometry. Nothing to do with it being RenderWare.

TZ

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