What do you mean with "same origin"?
By measuring the avatar’s height in identical screen resolutions for both DD and RR I concluded that the original 3D model being modified must be identical; thus having the same “Origin” not coordinates origin but in the sense of the source model. The final number of pixels per avatar’s height exposed this information to me.
Of course, one avatar could be wearing a different head cover that increases the height than one without such a head cover or with a different style. Most probably, in DD, the female warrior’s model was taller than the female mage’s model but within the world’s standard doors’ clearances.
Therefore the only obvious difference I could see was a bit lower polygonal count per character definition to keep T3D rendering time of frames within the allowed time intervals.
It is not a big deal during animation at all, but during standing still for taking screen shots it makes all the difference.
I was hoping that since you have decided to support higher resolutions such as 1600 x 1200 that the characters shall be modelled from the same models used in the DD’s avatar selection screen because the current 100 pixels on “768” vertical-resolution would be only 64 pixels on the “1200” vertical-resolution, which would be rather unacceptable because the head would be two pixels high. Now if you took the basic measure to be 100 pixels / 1200 you would get 156 / 768, which is a superb quality. With 800 x 600 screen resolution the character would be 200 pixels high or 1/3 of the screen, which is a fabulous zoom in resolution and we are all very happy to zoom in and out on three steps. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
Is this possible to implement Marian?