I've set up a scene that I envision being a large mirror. Tokens can enter the "source" reflection zone and should appear in the "mirror" reflection zone. I've included a scene, I've enabled vertical mirroring and clones to have a tint of white and opacity of 0.6. Looks almost great but:
Issue 1: Vertical mirroring works. Doc talks about "position". Is it possible to also mirror the token? For example: token in the source facing east should face east in the reflection, but source facing north should face south, so the token can look at it's own reflection. Just messing with the heading alone won't work, it needs to be a mirror AND a header calculation so right arm matches the reflected right arm.
I've also included a duplicate pair of zones, overlapping the current ones, going in the opposite direction. The idea here is that tokens inside the mirror zone can also sort of project into the real world. This real-world zone target also sets vertical mirroring, white tint, but has an opacity of 1.0.
Issue 2: In addition to Issue 1, token opacity doesn't seem to work right. The clone in the mirror, set to 0.6 opacity, works fine. But a real non-clone token in the mirror with an opacity of 0.6 comes out on the other end with an opacity of 0.6, not 1.0 as requested.
I've set up a scene that I envision being a large mirror. Tokens can enter the "source" reflection zone and should appear in the "mirror" reflection zone. I've included a scene, I've enabled vertical mirroring and clones to have a tint of white and opacity of 0.6. Looks almost great but:
Issue 1: Vertical mirroring works. Doc talks about "position". Is it possible to also mirror the token? For example: token in the source facing east should face east in the reflection, but source facing north should face south, so the token can look at it's own reflection. Just messing with the heading alone won't work, it needs to be a mirror AND a header calculation so right arm matches the reflected right arm.
I've also included a duplicate pair of zones, overlapping the current ones, going in the opposite direction. The idea here is that tokens inside the mirror zone can also sort of project into the real world. This real-world zone target also sets vertical mirroring, white tint, but has an opacity of 1.0.
Issue 2: In addition to Issue 1, token opacity doesn't seem to work right. The clone in the mirror, set to 0.6 opacity, works fine. But a real non-clone token in the mirror with an opacity of 0.6 comes out on the other end with an opacity of 0.6, not 1.0 as requested.
Any chance these options might be added?
fvtt-Scene-mirror-test.zip