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Week 10: Oculus Launch Pad (Due August 27th Midnight)

Anonymous
Not applicable
Looking forward to seeing your updates on Week 10 - As a reminder I, Ebony am on vacation and will be returning Sept 4th. If you have questions ask them directly in the group to Gabor or Stephanie. Thank you 
55 REPLIES 55

RPVY
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Week 10! 
Very productive week this week because I will also be on vacation soon returning Sept 4th 🙂 

I will post some new pictures of the new environments I made soon when I'm home. 
This week had been much more pleasant than last week. I had no technical issues, everything works like a dream so far *knocks on wood*
My frame rate looks fine so far, a few dips here and there but I will be locking my camera and see if that improves the situation

To be updated more! 

sumakproduction
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Posting early because I’m aiming for a few days of “deep
focus” at the end of this week.



This will be a combined week 9 and week 10 post, since I
missed the last one due to illness. On week 9 I finished production in
Arequipa, Peru. I got lots of solid footage, and the family that hosted me was
gracious and very willing to work with me and show me around. Then, the post
production sickness got me. My body managed to stay healthy through four weeks
of a hectic schedule, but as soon as I was done in Arequipa, I got it all at
the same time-- you name it and I probably had it as a symptom. (Do not worry,
I am 100% now.)



This week I’m coordinating with the folks that are helping
me recreate some 3D spaces. I “scanned” rooms by takings 1,000s of pictures
using a GH4. These pictures are then “stitched” using the software
RealityCapture. (If anyone is interested in photogrammetry, I’m happy to share
some notes). (If anyone is a PRO with photogrammetry, please give me your notes,
or let me pick your brain!)



The 3D scanning is more experimental for me, whereas 360-video
is my bread and butter. This week I had to fix some earlier stitches from
Kolor’s APV that didn’t look too good. I used the new software MistikaVR.
HIGHLY recommend it. Super easy to learn and the results are great thanks to
the optical flow feature. It can also be used to stitch Gear360 footage, for
anyone that may be having trouble with the Gear Director software.



Two weeks left! Woah, classic 2017. Looking forward to
getting a test build ready by the end of next week, so I can spend the last
week fine tuning the little details.


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JDakotaPowell
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Also posting early for same reason - deep focus over w/e to do a wrap.

The story of Billy Wu (Red Flute) continues into scene 4 where he/player drinks the broth of oblivion. Modeled an ancient Chinese cauldron and hid it inside the four-face Buddha. Had to retopologize a statue of this Buddha (million polygons) into a mesh (14K polys now) that I could cut and animate. The four faces of the Buddha rotate in the scene, opening up a hidden cavern. This is where the player finds the bubbling soup (Five Flowers) and smoking censers. In order to open up the Buddha, the player has to find and store 5 flowers. 

Retopologizing the Four-Face Buddha:

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Originally came to NYC on scholarship with the Joffrey Ballet (as a kid) and can't seem to break away from theatre or dance. The piece is evolving only to become more theatrical - using old-fashioned staging techniques to shape 3D space. Love the combo of theatre, storytelling, dance and game. What was the Meng Po character is now a group of demon dancers protecting the Buddha. As soon as the player achieves the goal of 5 picked flowers, these demons melt into a sleep and the altar is revealed. The player can then go inside the Buddha to drink the soup.

Dancing warrior demons on the edge of Hell:

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Echoing Alvaro (similar schedule), I intend to fine-tune and test the four scenes over the next 2 weeks.

Wishing everyone a wonderful (albeit intense) trip to the finish line!!

ItsAllMe
Explorer
Hellllllo.  I finished by business plan then sent it off to one of my mentors who had it back within hours, with really good points about what needed to be added.  All is going well with the demo, they're almost done with the first scene, all the mechanics are in place, they're still FABULOUS to work with.  I'm working on a GDD to give to the artists so that they can quote me a price for the completion of the experience. Once I have their feedback, I'll be able to plug everything into the budget.  I'm submitting a few days early so that I won't be doing it on vacation, so my personal deadline is Sept 4th.  It feels like the end of any project you work on, the days get longer, there's fine details to work through, you make everything look really pretty. What do you do when you win the Super Bowl?  You go to Disney.  What do you do after submitting everything for the LaunchPad?  You go to Disney....the very next day! 
See you later taters!
April 

sberky
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Dev Blog 10 

So we are about 2 weeks out from prototype submission, and I’m a bit concerned. I have been running into a few issues with the video footage that has set me back and the developers have had other projects that they had to put first this past week. I’m hoping next week we can push through building out the rest of the demo and then we will have a week to QA test and prepare the submission. I’m trying to get all of the video assets fully prepared for next week so that we can drop them into the app and get everything working properly. I still need to get newly stitched footage from Philippe, double check it looks better that it did, and sub it into the Premiere project and re-export it. I don’t think I’ll be able to composite out the bottom circle of the image on my own in the next two weeks. I’ve tried to do this myself, and I’ve been able to correct Henry’s head peeking into frame a little, but fully compositing his body is beyond my skillset and probably something I can’t do without funding. It’s one of the things that will help my piece look more finished than it is right now, but when I tried to do it myself with limited tools like photoshop, it just didn’t look right. So I may need to settle and leave that as it is for the project submission, unless we can figure out some other way to deal with it in Unity. I have faith in the developers to help me pull together what I need in the short amount of time left, but we are cutting it close and I’m worried about running into hiccups with the Oculus store submission process, because I’ve never done that before and don’t fully understand the technical requirements. I’ll need a lot of help and luck to pull this off, but I’m proud of what I’ve managed to put together so far, I just hope the app I build can showcase that effectively.

kenmcgrady
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I had a great time organizing an evening with my fellow Seattle Launchpadders. We invited Sarah Stumbo to answer questions that we are currently working on. According to her, the upgrade to Unity 2017 is only a problem if you intend to use Oculus specific utilities. It seems safe from my perspective, but we will see. I have a lot to do to make the deadline. Specifically, I need to focus on the following:
  • Develop the menu system for students to log in and select their project. I am currently assuming the student is logged in currently, but I know that will change. I'm trying to think of innovative ways for people to login in VR, such as a pattern recognition or something.
  • Export my assets for my Underwater Scene to an asset bundle so I can download and run the scenes where necessary.
  • Deploy to the Gear VR (I know, I am late on this).
That's the minimum, and I feel it is certainly doable. Especially because I have a great schedule coming up to spend time. I'd like to add a few more features where possible. This includes the following:
  • Build a tool for graphing. I was inspired by Bret Victor to talk about http://vimeo.com/66085662 on drawing dynamic visualizations, and I'd love to find ways for students to build their own visualizations in VR.
  • Demonstrate another problem to solve to round out the experience.
In other news, I am attending a convention for Math Teachers in October, so I'm hoping, in either case, to expand my prototype to ask for feedback.

Here's to a lot of work ahead!

tifa_ain
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Week 10 OLP blogpost



Worked with a developer - Eric Nevala at yoyostring creations in seattle. Eric likes to work in Unreal. I was nervous about this at 1st, but given that he had 17 years experience as a programmer, and has his own VR game (wizards throwing fireballs at zombies!), and he had free time on his schedule, I decided to just trust that Unreal was the way to go.


And, OMG, I am super glad I made that call. Since I have only played around with Unity 3x in my life, I was really nervous about attempting to do this part of the project myself. Ebony made me feel a little more at ease during last week’s call when she said that submitting meant that maybe you could take a project manager role if you weren’t so skilled at the technical stuff. So that’s what I did! I focused on communicating what I needed clearly to Eric, creating the best possible assets from what we shot, and learning from him as he worked through creating the blueprint.


His initial estimate to get it done was 1 day. That stretched to 2.5, mainly because I forgot to format my drive for PC, and there was some time lost transferring assets. We also tried playing the text bubbles as videos - but that meant Unreal was trying to play 3 videos at once and that brought the frame rate way down. So, we just included the graphics in the single video asset, and he created invisible colliders over the graphics. The UI only pops up during the selection scene.

I am pretty happy with it as a proof of concept. There are some bugs - at the end of one selection another pops up for 1.5 seconds. And there was an erroneous phone buzz cue in the wrong scene - but I think we proved the possibility of the choose your own adventure pretty well.

And, I think the fact that the choice comes through text bubbles - something familiar to everyone, doesn’t take the viewer out of the story.


Eric suggested I do a flowchart for him to help him understand the full scope of the project, if funded. Sharing that below, and some of our “work” pictures. He worked - I shopped for PC’s 🙂

Tifa
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tricartceline
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TETRACHROMACY MUSIC SERIES - WEEK 10

Posting early because I'm on my way to Burning Man! 
This week we finished gathering artwork for the deck and we sent it to a few contacts for feedback! 
I'm freaking out because I'll still be on the playa next Sunday and I'm afraid I'm going to miss the next deadline if I don't have internet access 😞
Will see...

I love reading all the other blog posts, so many great projects! I can't wait to try them out 😉

Celine

brendachen
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Super disappointed in myself because I did not make a post last week.  School just started again which meant lots of packing and moving so the task just slipped my mind, but I’m back on track this week.  Here’s our progress so far:

The first scene in the experience is almost complete.  We just need to add in a few particle systems and refine our skybox and then we should be good to go.  The other scenes have been conceptualized and partially built.  We are also farther along with our animation and music.  I ran into a few issues with exporting blendshape animations from maya into unity, but am really close to finding a solution.  The models for our main environment have been built and just need to be textured and put together.  We’re cutting it a little close with only two weeks left to complete the project, but I plan on crunching away at this with full force during the remainder of the time, so we should be good.  I’m hoping that we’ll have everything put together by the end of next week and can use the last week for playtesting and refining.