06-29-2017 09:30 AM
06-30-2017 07:37 PM
06-30-2017 08:04 PM
07-01-2017 12:11 AM
07-01-2017 07:50 AM
07-01-2017 12:17 PM
07-01-2017 12:44 PM
Week 2
Kungfu-mama (J Dakota Powell) loves the production tips that
pepper this blog – helpful and much appreciated! Endorse VRTK, that toolkit
makes the dev process much easier. If anyone needs to toggle between buttons
and pointers – ie, 2 pointers on one controller, lmk. Wrote a C# script to
enable that functionality in VRTK & can share.
This week, I dove into modeling, texturing and building the
environments of the Red Flute RPG (Rift) and will continue on this path for a
few weeks. Need to populate scenes first.
Location 1: The tea-maker’s shack in a swamp.
Still to model: the witch, cranes, turtles, boat, and shack/inside,
etc. – but the scale of the exterior scene, look and tone in Unity feel right.
In midst of modeling the crane atm, then I’ll rig and animate
the bird. The red-crowned cranes surrounding the witch’s shack will foreshadow
the flute story-wise. The witch also needs rigging and animation.
Finished texturing the main temple and tested it in Unity.
Again, the inside room poses next task. In the meantime, I’m constantly dancing
between Maya and Unity to test for scale. See Main Temple:
Rarely use photogrammetry assets because they’re too dense
and the edge flow is chaos. But I did find a Buddha from the Yungang Grottoes
near Datong. Although the Buddha was scanned for archeology purposes, the model
is usable in Unity. I may retopologize, but at least I can open the asset and
work with it. See Datong Buddha in Unity:
Finally, I tested the Gaia/Unity plugin because displacement
maps in Maya are a nightmare re creating complex terrains. As long as I can
customize the stamps (rivers, rocks, mountains, etc), this tool may be worth
using for this project. For example, I need to create a wall of cliffs for the
Buddhas.
Hopefully next week, the cranes will be flying, cawing and
pointing their toes!
07-01-2017 02:02 PM
It’s the end of week 2 already — where does time go?
If you are new to this blog and want to find out what the Oculus Launch Pad is and what I do in it, check out Week 1 post.
Last week, I set myself some objectives for the week ahead, and unsurprisingly I’ve met some of those but not all. The one thing I’m really trying to stick to is the weekly video and you can watch Week 2 Vlog below.
This week, I also attended the Female Founder Conference 2017, organized by Y Combinator. While this is not directly related to VR, I mention it here as it helps me in my journey as a female creator. The conference was an afternoon filled with tales from female leaders and founders about successes, failures, funding tips, all delivered with an energy and humor that I had never seen before. This was truly inspirational and I am grateful that I had the freedom to attend this event. This may resonate with the many women in the Oculus Launch Pad as well as the very dedicated Oculus Diversity team. All the talks are available on YouTube.
I took my new Samsung Gear 360 to the conference and had a little fun with it!
Well, that is, if Independence Day and life does not get in the way…
Happy 4th of July everyone!
Follow me if you are curious to see how week 3 goes. Thanks for reading!
07-01-2017 02:34 PM
The primary flight mechanic for my GearVr game is very nearly in the bag! It's definitely all thanks to the Easy Input for GearVR asset that I sang the praises of on the fb group. I know it’s early yet in the development cycle but I really can’t relax until the core game mechanics are done. The way I see it art assets can be swapped out easy, but if there are no mechanics then there is no game and it's way worse to have a deadline closing in and not have functioning game mechanics than it is to have not have enough art assets (fast art asset production scales really well, e.g. hiring multiple artists, the same can't be said about game mechanics and hiring more programmers). Anyway, I'm halfway done with my mechanics so yay for feeling more relaxed now!
The next mechanic I'm tackling is definitely more challenging since the dialogue system I designed for this game is a novel one. It will borrow heavily from inventory management systems you usually see in RPG type games. I plan to use Playmaker’s ArrayMaker to get this prototyped out, my goal is to have it done by the end of next week. With my dialogue system I’m hoping achieves something that I think is lacking in most games, and that's a window into the emotional history of the character you’re playing. I’m not a fan of the “your character is a tabula rasa create them as you go” model that’s more or less taken over many fps/e games aimed at US markets (looking at you Fallout). It’s usually sold as a more choice and customization is better kind of thing, but honestly I think it’s just another manifestation of how most Americans are uncomfortable with the idea of having no control over who’s shoes they are put in (this is definitely a challengable position, I'm just enjoying my view from the soapbox for a moment). In my game the character who's shoes you're put in is the character you play, no choice of dialogue here friends, HOWEVER there will be another component of the dialogue system that does give the player control over another aspect of how the player presents themselves. We’ll see if it has the impact I intend, only play testing will tell 0_o
Art/Environment Assets
My good friend Cameron Bronn very generously offered to model the one building interior that my game requires. We haven't worked on a project yet, so I'm very excited that Oculus Launch Pad has offered an opportunity to do so! Check out his website https://cameronbronn.wordpress.com/
I'll be modeling the tunnel terrains for my game. Simple tunnels are actually really easy to make in Blender, all you have to do is string a bunch of metaballs together however you want, flip the UVs, export as .fbx to Unity, and you got yourself a tunnel. Definitely simple enough for a Blender novice like me to handle 😄
Music Assets
I'm looking forward to playing around with some sounds this week with a friend of mine who's been getting into music production. The score of my game will be more evocative than melodic, so ideal for a musician that dabbles in experimental music, which is what my friend is into at the moment. Should be fun, I don't usually get to hang out in music studios that much :smiley:
That's all I've got for now, until next week!
07-01-2017 03:15 PM
Week 2
This week has been about experimenting with a wearable rig for actors. Lots of searching for workable solutions and ordering and sending back parts. I found a rig from a company called sailvideosystem.com, but I don’t like that the emphasis of it is from behind the actor. It seems like a solid system, and I know someone who uses in for underwater diving and 360 video - but I don’t think it’s what I am looking for.
I started with a quick sketch of how what I was looking for could be done.
Basically, I want an articulating arm to support the gimbal/camera. It’s important to me to have options for closeness (hence the adjustable arm) because I want to focus on intimacy with characters. I also want the ability to move through a space with the character. AND I want the actor to feel comfortable enough to wear the rig without it inhibiting the performance.
I tried a chest mount, but it couldn’t support the arm.
I tried something called the peakdesign - which has a quick release plate (that would be cool!), that attaches to a belt or a backpack - it’s made for carrying around heavy cameras. Because it seemed to be more naturally integrated into the way people move, I wanted to try it. But even at it’s most stable - on my belt - the arm was still too heavy to work.
So, I started connecting things to the Glide gear chest mount. The 1st arm I used kept slipping through the threading - either at the arm or the point of connection on the glide chest mount.
But, it seemed like a good path, so I ordered another, sturdier, arm.
When attached firmly, the Glide chest mount was able to support the arm and gimbal.
Some success!
Here are all the parts:
Once I got the hang of using the gimbal (weights matter so much lol), I checked the footage in the Samsung VR. Non-working gimbal= VR sickness big time. Working gimbal - looks pretty nice. Here’s a link to me walking around with the gimbal working.
https://samsungvr.com/view/gNntLA2HWp3
So, this next week will be spent actually moving with it on, trying some conversations and seeing how it looks with more than one person in the shot. And hopefully getting a “real” actor to wear it and give me feedback. And yeah, I know the lamest thing about it is how big it is...Lots of characters wear vests though, right?
Introspective note: what if this is all I work on for 10 weeks? What if no idea pulls on me as strongly as trying to accomplish this rig?
07-01-2017 03:58 PM