Forum Discussion
AntDX316
11 years agoHonored Guest
I have the best tip for all developers!!
you know how in this video https://www.youtube.com/watch?v=KxyfWtFoHkE
he says the head detaches from the body when he leans back far enough..
well what if make it where the body stays attached to the head so leaning back would make it like the chest and everything moves back and arms like in real life
like the elbows straighten to make it look real and maybe the legs and torso move up when the head goes up and back you know? like real life? just copy what it looks like when you do that stuff in real life
he says the head detaches from the body when he leans back far enough..
well what if make it where the body stays attached to the head so leaning back would make it like the chest and everything moves back and arms like in real life
like the elbows straighten to make it look real and maybe the legs and torso move up when the head goes up and back you know? like real life? just copy what it looks like when you do that stuff in real life
4 Replies
- OculouseHonored GuestThat is a good idea and would just require the use of a little inverse kinematics. The problem in that particular example, and those like it, is that in the game-world there is nowhere for the head and body to move backwards as they are flush against a captain's chair, whereas in the real world you are presumably freer to move around.
- Anonymousthere should be a standard for this kind of thing and the only thing I can think of is.
If you are in a setting in which your back and head, are backed onto a wall or your in a seat for example and you should not be able to move backwards like in that video above.
then there is only one motion you can make and it should be.
some what fast (but slow) movement of the vision into an upwards so from straight ahead and any effort to move backwards stops you and your vision rotates upwards towards directly over head.
But I think there should also be some kind of visual que to this action, in FPS and so on there is a red bar or smudge to indicate both damage and helpfully the direction of the inbound shots to help you fire back etc.
Well in that seat in the video when the guy pushed or went back out of what should have been the scope of movement available to the virtual character, the players head or eyes or vision should have raised up, and some colour deformity or excellent unmistakeable cue (which can be made up...) should occur in the screen, top middle or bottom take your pick.
Its not the best solution in the world but in real life, you don't have the bucket seat to actually stop you so there has to be some guidance to the player to return back into normal virtual space that he should be in.
the alternative is you get to take your own head off and look down your spine column.
Has any one else got any other kind of alternative?
As per my routine above, there has to be some give and take you are in a virtual world and its some thing that needs to be addressed and when the character gets to a point which he should not move beyond then that's it, his head cant go back any more and the only activity left is for the head to rotate upwards, coupled with some kind of screen indicator then every one can know, ok I've hit virtual space "wall" here, behind me. - AntDX316Honored Guestthey can easily implement it
they just have to have the "head" and other parts anchored with the correct mathematical calculations
like ragdoll physx - AntDX316Honored Guest
"Oculouse" wrote:
That is a good idea and would just require the use of a little inverse kinematics. The problem in that particular example, and those like it, is that in the game-world there is nowhere for the head and body to move backwards as they are flush against a captain's chair, whereas in the real world you are presumably freer to move around.
then the best way is they make chairs specifically for the game so the chair is Exactly the same as in the game and the table too like a VR set or something
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