08-01-2014 11:10 AM
08-02-2014 05:39 AM
08-02-2014 05:56 AM
"Grimmy" wrote:
Thanks for the feedback people, it's good to hear that camera tracking works!
charlie177, metulski
Maybe I will 🙂
arbaal
No I didn't use a latency tester, everythings on default. Timewarp is set on in the settings.
ennikah, dusty44
Good to hear, makes me want to get a DK2 to see it myself!
jblouir, cefyl
Wall of text inc.
Looking at the stereoarts.jp the new version of MMD4Mecanim seems a bit easier to work with than my old alpha version (2013 09 13). The first pdf on the site seems to cover the importing and setting up of PMD/PMX and VMD quite well. I can't read japanese but the pictures alone explain a lot.
If your VMD files (animations) don't work, did you do the following:
-After getting the MMD4Mecanim file for your character, go to PMX2FBX tab, insert the VMD file and press Process.
-Now you should have the charater with motions so drag it to the Scene.
-Create an Animator Controller and instert it into your characters(in the scene) Animator.
-Open the Animator Controller and drag the animation(attached to your processed char) to it.
After that the motions should work when you press play.
Now I need to make a warning about limitations that hit me while doing the demo:
-A limit to how many animations a character can have is 5 or 6 depending on their length. I had to make 3 of each character to fit all 16 motions. Adding any more makes things prone to crash.
-Max memory usage for Unity is 4GB, which I almost hit and still got many crashes(also those loadtimes, phew). That's 9 characters with 5 or 6 motions each.
If making a bigger demo than mine, I'd suggest using a max of 5 animations for each character and making more than one Scene to lessen the weight on memory.
I hope this helps!
08-02-2014 07:12 AM
08-02-2014 10:07 AM
08-02-2014 10:58 AM
08-02-2014 02:28 PM
"Grimmy" wrote:
Mac version is now up!
@jblouir
If you imported MMD4Mecanim files to Unity first and character files after that, there should be automatically generated charactername.MMD4Mecanim file inside the folder (according to the pictures on stereoart.jp atleast). When you click that file, you should see PMX2FBX, Material, Rig, Animations -tabs in the Inspector panel.
08-02-2014 02:39 PM
"Grimmy" wrote:
Mac version is now up!
@jblouir
If you imported MMD4Mecanim files to Unity first and character files after that, there should be automatically generated charactername.MMD4Mecanim file inside the folder (according to the pictures on stereoart.jp atleast). When you click that file, you should see PMX2FBX, Material, Rig, Animations -tabs in the Inspector panel.
08-02-2014 03:03 PM
08-02-2014 08:46 PM
08-03-2014 02:09 AM
"Grimmy" wrote:
Hello!
I've updated Miku Entertainment Sphere Stage for the DK2. 8-)
Video of the old build: https://www.youtube.com/watch?v=XV9zrLqb328
Downloads:
Windows 32bit (also works on 64bit): https://docs.google.com/uc?id=0BxAnIxpoipYGN21Rd3hHVm5jb1U&export=download
Mac: https://docs.google.com/uc?id=0BxAnIxpoipYGU2kwWG9FOXRTa1E&export=download
Features and content are same as in the old version but I made a couple changes to the code:
-Holding 'Change height' button down now changes player height faster.
-Starting music hides the UI automatically and stopping brings it back up.
-Most of the keyboardbindings changed (old ones were overlapping with new oculus binds).
More info inside the readme file.
EDIT: Everything seems to be working.
(Build was done with the 0.4 unitypackage, so the cameratracking should work. Unfortunately I don't have, nor I'm planning to get a DK2 so I can't test how/if it works. :cry: )
I'd guess that secondary cam-mode might be a bit weird with the new tracking. Testing was done with dk1 and everything worked. Using the extended mode for rift is recommended as direct to rift -mode seems to have more problems. I made a MESS_extended.bat file for the extended mode which launches the game to your second screen (edit in notepad and change the number incase you need it on some other screen). Also, remember to press CTRL after launching to change the game resolution (launchwindow pops up!).
Feedback and bugreports are welcome! 🙂