by Jojon » Wed Nov 10, 2010 3:43 pm
Aha, so there are to be a limited number of places where you can make the transition; "puzzle keys" as it were...
Method as of yet undecided, then?
So; the Gahreesen approach, as explained by diafero, basically comes down to making the transition out of view: cut to non-avatar camera -> avatar walks out of sight -> reposition ("warp") it -> cut to different camera -> avatar re-enters.
If you use link-in points and respawning, either with a mechanism, such as the above, or using a set of linking books in a companion age, you have no need for subworlds: you use the same collision geometry for all planes and just orient the different link-in points as desired, in the manner you discovered.
Cameras will still use the world coordinate system, meaning "up" to them will always be the same direction, relative to the room, regardless of what is "up" to *you*, but this can be worked around, by setting the "animated" flag for any custom-rotated avatar camera of yours -- that will restrain its desire to level with the horizon.
You may still want to do it with subworlds instead, however, since that would let you have separate collision meshes for each plane, allowing you to create invisible walls, restricting freedom of movement in one plane, while not affecting the others. You may, or may not, find this useful.
Now, if you can figure out a good explanation for why some parts of the room, but not others, would allow you to make the transitions without exiting, it would be really neat to see them made smoothly in full view, which I believe you should be very much able to do, yourself, given that you (I believe..?) are using 3DS (...and thus have tools to create custom avatar animations).
Something like simply walking up to a wall, placing one foot onto it and stepping right over - that should look really neat, I think. :)
It might be do-able with some vanilla uru anims too, I believe (like jumping straight up, or simply walking, with some rotation added, through python), but not quite as pretty.
I don't know what you might have in mind for such an explanation... maybe some interdimensional rift lurking in a few select corners, perhaps with som sort of visual effect that fades into view when you walk close.
To veer slightly off target: has anybody converted the avatar anim max file, that we got from Chogon, so that we blenderites may play around with it, even if we can not yet export? :7