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This is the firs animation test of a new VR project at Urizen.
It will be a representation of a large wood cutting machine for a client that produces saws for those machines.
At the end, you will be able to see the entire machine and get some details about the saws and where they are inside the machine.
As the project progress, I’ll post more things.
Last week I made a little test to see what can be done with this new slice feature that Unreal release in 4.13.
After a little headache working with obj and Exccel to make array of vertices, I have found great solutions in Youtube.
First of all, the most great node that I found is that “Copy procedural Mesh from Static Mesh Component” that does what it says. It makes a procedural copy of a static mesh component, so you can use at will.. No need to make an array of vertices, and triangules to make you procedural mesh. Just put a static mesh component and it’s done.
After this, a little of Blueprint and you can make great results. This is a great feature (especially for VR), but unfortunately is a little limited. The cap is single-sided, and don’t accept holes in.
One great, and most important things is the ability to get the normals of the plane cut, making the cut really precise.
With little effort, you can do a generic “Fruit Ninja” eheheh
Another model was done.. this time is a huge truck from Catterpilar called CAT793D.
This model was done for being used inside unreal, so I’ve had to do some minors adjusts in design and remove some things that was not important.
I’m guess that the size is a little big than the real one, but it’s easy to adjust inside Unreal.
You can see it em VR if you have a Google Cardbord at Sketchfab.
For the past few months, between some modelling and texturing, I am using Oculus at my work to create a VR simulator that open a whole new world of good stuffs 🙂
VR still is a new and “working in progress” technology, but the possibilities is huge!
So… I’m making some VR interactions for this simulator and going to share here some things.
Grabbing some things here and there, I’m working at a look at interaction… For now I’m having a relatively simple UI material that will drive a interaction based on time.
This will be apply in a 3D widget and a timer will drive the interaction, so the player just need to look a certain amount of time to the objects.
Have some help from Mitch’s VR Lab, witch has some really good VR stuff.
Here’s the material instance:
And the shader:
I’ll post the finish product as soon as possible 🙂
Two nights ago, I’ve started to develop some locomotion test for the simulator that we are developing at Urizen.
This idea takes one button to be pressed that enter in “locomotion mode”, with the head you point at the location and then you are smoothly teleported there.
This not only reduce simulation sickness but also removes the movement of the joystick, because our player target almost never is a gamer.
When you look at a place, the system will take in account the width and the height of the player to allow the movement.
I’m will expand this with a ribbon that show the trajectory from the player to the point to make it better to see.
Still running good in Unreal, but I’m don’t have tested at Oculus yet. Maybe I do not need to make any optimizations. 🙂
Here’s a video showing the actual stage of the system.