08-24-2017 08:31 AM
08-24-2017 09:04 AM
08-24-2017 09:15 AM
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.
08-24-2017 10:16 AM
08-24-2017 11:51 AM
08-25-2017 10:38 AM
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.
08-25-2017 11:11 AM
08-25-2017 12:43 PM
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 🙂
08-25-2017 11:29 PM
08-26-2017 04:22 AM
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.