WBandD

Welcomes

First the problem:
The OOBE -or "Ghost mode " as it exists in the current Deep Matrix is where the user's avatar simply stops and the user seperates from it so that his/her position is no longer given to the network -like an astronaut leaving a space capsule.
Now that I am giving adopting the use of AvatarStudio2 avatars that are converted to H-Anim standard, I am looking at how other MU systems let users view their OWN avatars.
The most common OOBE (view my avatar) seems to be to have the avatar as a terrain following HUD -in other words the avatar geometry realistically follows the rising and falling of the ground as the user moves.

Trying to implement this feature in InstantPlayer doesn't seem possible.
Looking at and trying out their extensive collection of proprietary nodes:

http://www.instantreality.org/documentation/nodetype/

The only thing I can find is the Viewspace Node which only gives a plain old HUD with geometry that won't follow a rising and falling ground.

Now the possible solutions:

Is it a good idea to try to duplicate the "view my avatar" of abnet, blaxxun communities ect
as a plain old HUD that would result in the avatar geometry floating in mid air on descending
terrain and partially buried on ascending terrain?
Personally I think that is not a good idea, but am putting this out for opinions/suggestions.
I also could have a OOBE ghost option that could do any number of things:
1. Randomly do gestures at random times
2. A "Pace" ghost where the user's avatar would walk/pace in a circle/line and/or square.
These two animation ideas are of course meant to be seen by other users over the network.

So I am asking for opinions/suggestions on this.
What do you folks think?

Thanks!
Russ

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Yes its a sticky problem, without a proper 3d person mode, the only way is to use rayhit to place the avatar at the correct height.

ps: for those wondering what Russ is talking about.
OOBE = Out Of Body Experience

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ParallelGraphics starts beta-testing of Cortona3D Viewer 6.0 Beta (previously known as Cortona VRML Client) and invites participants to take part in the beta testing program. Cortona3D Viewer is a fast and highly interactive VRML viewer that is ideal for viewing 3D models on the Web. It works as a VRML plug-in for popular Internet browsers such as Internet Explorer, Netscape Navigator, Mozilla, Mozilla Firefox, Opera, and Google Chrome.

Cortona3D Viewer 6.0 Beta homepage -


Download Cortona3D Viewer 6.0 Beta -


Cortona3D Viewer v. 6.0 Beta: What’s new

Unicode support

Cortona3D Viewer 6.0 provides full support for UTF-8 in VRML.

Localization of the user interface

Now the menus of Cortona3D Viewer can be easily translated into other languages by licensed users.

Latest Web browsers support

Cortona3D Viewer now supports Mozilla Firefox v. 3.0 and Google Chrome.

Phong lighting support

The support for Phong lighting model is provided for graphical cards supporting the shader model v. 3.0 and higher. Limited support for the shader model v. 2.x is also provided.

Improved performance: new DirectX renderer

- Support for real-time anti-aliasing (multisampling).
- Support idle-time anti-aliasing by means of Direct3D.
- Support for composite textures.
- Improved processing of textures and 3D primitives.

Improved installation procedure

The use of Microsoft Installer (MSI) allows for easier installation of Cortona3D Viewer within an enterprise and as a part of third party applications.

New VRML extensions

- The Transform2DEx node allows for positioning layers on the screen and specifying their size in pixels.
- The CompositeTexture3D and CompositeTexture2D nodes allow for adding composite textures to the 3D scene.
- The GradientBackground node allows for creating horizontal or vertical gradient background that is static relatively to the camera movements.

Changes in VRML Automation interface

- Pick method has been changed:
Layers without background: areas with no geometry are considered transparent for the picker.
One-sided surfaces: invisible side is ignored by picker.
Double-sided surfaces: the normal calculation is based on a visible side of the surface.
- New method of geometry bounding box calculation:
§ Now the bounding box can be calculated in global coordinates.


The FreeWRL team have put FreeWRL 1.21.2 on-line, with source, debian (.deb) and Apple OSX dmg downloads.

http://freewrl.sourceforge.net

Summary of changes:
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- Classic VRML/X3D parser:
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instantiated.

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