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Bzoo Bzoo Download Documentation
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Manuel

Avatars:

Avatars:

For players, avatars are the way they are seen in the game.

When a player register to BZoo world he's asked to choose the way it will be seen by others.

BZoo comes with an avatars choice screen which allow user to choose the way he's going

to be seen by other players.

The avatars that he's choosed is saved on the server, so that next time player connects,

he won't be asked another time which avatars he wants to use.

Avatars are shapes (it is planned to have animated characters instead) that represent players.

They are locatd in scene ????Avatar of the file /art/Avatars/avatars.blend.

World creator

The is in

The scene is composed of a camera and a set of objects named "Avatar.0xx".

To cutomize possible avatars, you only have to replace existing meshes by your ones

and create new choice by adding new object named "Avatar.0xx" .

Naming conventions

To be recognized by BZoo blender scripts as beeing avatar meshes, names of avatars objects have to be made up of the radical "Avatar" followed by ".0xx"

where xx represents a unique identifier of the avatar object.

For example, in a BZoo games offering to the user a choice between 3 different avatars,

we will find three object named ??? Avatar.000, Avatar.001 and Avatar.002 with the associated meshs named the same way.

Be careful: There must be no hole in the numbering of Avatars objects and meshes. The first one

there must be number have to start at ??? and

To avoid mistakes, it is recommanded to use the auto-numbering process of Blender.

Blender automaticaly increments object name when an object is duplicated.

Select the last avatar of the avatar scene (the one with the highest identifier) and shit-D it as many time as you want possible avatar for players.

Constraint upon size position and orientation.

X axis right

Y axis forward

Z axis upward

Feet must match with

Recommandations:

Avatars have to be seen in GameScene so the avatars objects have to be imported into the main scene game.