Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Mouselook Realism Improvement

Felix Duesenburg
Taken over by Aliens
Join date: 14 Aug 2006
Posts: 30
02-09-2007 06:38
Hope this is the correct place to post this - it's not really a new feature, but a request for improvement.

There are situations in which your avatar is turned upside down, e.g. like standing on your hands, or dangling from a rope tied around your feet, that kind of stuff. When you get into mouselook then, the picture is upright instead of showing the correct viewing angle. Improving this would add quite a bit of realism.

Thanks :)
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-09-2007 08:32
Mouselook has to be tracked by the sim, for things like scriptsthat use mouselook for vehicles and weapons, so it can't be dependent on the animation being played. If you want scripted furniture to change your viewpoint for mouselook, you can already do it: just have the animation play upright, and use llSitTarget() to turn it upside down.
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
02-09-2007 09:12
I don't think the camera can roll though. I've never ever been able to get it to roll to a non-parallel-to-the-horizon position.
Felix Duesenburg
Taken over by Aliens
Join date: 14 Aug 2006
Posts: 30
02-09-2007 11:43
I see... thanks Argent for the clarification. So the animation creator would be the addressee for improvement requests.

@Draco, now that you mention it... indeed. You can only rotate it around 2 axes through the target, but not the 3rd. Shifting on the other hand works in all 3 dimensions, i.e. with the cross plus the zoom slider. Interesting discovery. Maybe it's just a feature that is missing in the camera control widget? If it was just possible to enter the command to rotate the 3rd axis, the correct picture should be created. These things are a bit difficult to present though, it is a common challenge for UI designers of 3D software.

Could it also be a deliberate omission for performance or usability reasons? E.g., which is basically about the same issue, avatars can tilt their head to one side, but the view from inside (mouselook) does not follow the rotation around the axis that runs from the camera to the target. This clearly calms the picture down and is less taxing on the client's rendering engine.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-11-2007 10:10
From: Felix Duesenburg
I see... thanks Argent for the clarification. So the animation creator would be the addressee for improvement requests.
Them, for the simplified animation, and the script author to reverse the orientation change.

For an example, Loafy Harbinger has an upside-down chair in his shack in the southwest corner of Noonkkot that gives you an upside-down view in mouselook.
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
02-11-2007 11:33
From: Draco18s Majestic
I don't think the camera can roll though. I've never ever been able to get it to roll to a non-parallel-to-the-horizon position.
Try sitting on a cube then rotating the cube. Mouselook camera will rotate as well.
_____________________
-Seifert Surface
2G!tGLf 2nLt9cG