Additional Tongue Tracking BlendShapes
There are currently seven BlendShapes for tongue tracking which primarily only allow for inwards/outwards positioning. https://developer.oculus.com/documentation/unity/move-face-tracking/#face-blendshapes Some further implementation allowing for simple lateral left and right positioning would greatly improve the potential feature applications. Additional development could include both vertical and lateral manipulation, as well as morphing. This would be in similarity with competing HMD face tracking implementations.888Views2likes1CommentOculus Virtual Environments
Is there anywhere I can find more information on Oculus Home Virtual Environments? I just recently got the Quest and am very excited to see that there are now two options for a Virtual Environment. What really excites me about these environment options is that it implies there would be many scenic options in the future. With that, will users be able to create their own custom environments using tools like Maya, Blender, Unreal Engine, etc? I've got experience developing apps for the Quest so far, and would love to know what the plan is for this? Is it possible today on any devices?607Views0likes0CommentsArchitecture Development
hi, im farhan. Can i ask about Quest Development? I currently pursue my study. We planning to build this 3D environment exactly look like KLCC park. This hardware can capable support this place? if capable, how this can achieve? Any advise for this project?1.6KViews0likes7CommentsWhat is the best setting to export and import to Blender 2.8 with all the textures?
I'm new to 3D software and so far my biggest hurdle has been to import 3D files into blender! This is the best result I'm getting so far: The texture loads but there are some cracks around the texture, and some of the meshes have holes in there What am I doing wrong? is there some settings I should be changing on Medium? or in blender in order to make it look intact? I'm not concerned atm about making it animation/rigging/game asset compatible atm, I just want to make it look exactly as I sculpt it with all the textures preserved Thanks in advance1.4KViews0likes1CommentSolved!: Oculus Home Animations (and Blender 2.8/2.79) glb exports
I'm attempting to do some basic glb blender key frame animation import to Oculus Home. I have tested with a cube and two key frames. I can successfully import a cube that only has a rotate key frame change. If I try importing a glb file with a scale or translate I get the following error upon Oculus Home import: Failed to upload "" check the model for GLTF validation errors and try again later. The animation still plays properly with the red (!) box around the imported object. The .glb file validates properly at khronos glTF-Validator and donmccurdy glTF Viewer. The glb test file is under 5 KB in size. Examples: https://www.dropbox.com/sh/uy31lx8yclmzcz2/AAAYe2mmfga-3ZT_ZlKckfwoa?dl=0 Anyone have suggestions or success with translation and scale animation exports from Blender into Home? ----- UPDATE!! Wow I finally figured it out. By default blender does CUBICSPLINE animation interpolation, Oculus Home can apparently only play LINEAR animation interpolation. So ignore their documentation that states: "The following animation types are supported: Linear, step, and cubicspline interpolation strategies" After you have finished your animation in Blender, select all of your key frames, then in either the Dope Sheet or Graph editor select the menu: Key > Interpolation Mode > Liner. That's it. Export your glb. Enjoy your working animation.1.1KViews0likes0CommentsFrom Medium to Blender
I'm still fairly new to the Oculus and I'm very much enjoying the whole experience. So for one of my first projects with VR I am trying to make an avatar for VRChat. I'm first creating the model in Medium and then exporting it over to Blender in order to add the necessary joints to it (knee joint, shoulder joint etc). So this model is created purely while using the mirror of course with the model in an arrow stance so I'd assume it'd be perfectly even on both sides. However, when I export this model to Blender and view the individual triangles in Edit Mode it is very much uneven. I'm not sure if this is just the nature of exporting an OBJ or FBX model to Blender or if there is something that I could do to at least make it a lot more even on both sides. If there is could I have some advice on how I could achieve this or just some advice on exporting in general. Thanks :)4.8KViews0likes4CommentsHow to use Medium Assets in Unity
Does anyone here have a complete, clean workflow from Medium to Blender to Unity? I know that sculpts are nowhere near animation-ready straight from Medium, but as far as retopology, baking maps, and transitioning files, I keep finding snags here and there and it's beginning to feel impossible to achieve a finished product ? Any help would be appreciated, but I really just need someone to explain to me like I'm a 7-year-old how to get my medium assets ready for game use ?1.7KViews0likes3Commentsmedium to unity texture/material and topology???
I am about as novice as it gets; self taught and just started learning late last year. My husband and I are trying to make a VR video game in Unity and I have been designing characters and assets(such as buildings, plants, vehicles, objects, etc.) in medium. As I have been practicing and learning how to use medium, I have created some designs including different colors and materials including emersive and metallic materials. I have tried exporting the finished object in every combination I could think of (FBX with vertex colors, FBX with texture material, OBJ with vertex colors, etc.) and upon importing the object to Unity, it is all cracked up and the colors aren't attached. You have to create a material using texture maps from medium, and even after doing that, the object and colors are all cracked up, blotchy and discolored. I know that medium creates far too high-poly of a mesh for Unity to work with, so it cracks up, but if I export from medium with a lower percentage of triangles, it looks bad and still has all the same issues. I am really stuck in a rut here. I know that I still have a lot to learn in Unity and that I probably have a lot to learn in several programs and this is probably a SNOWFLAKE ON THE TIP OF THE ICEBERG, but I could really use some guidance. I have looked through forums and blog posts and I haven't found anything that actually solves the issue or teaches me anything that will get me any closer. I have heard Blender, ZBrush, Meshlab and a few others mentioned in several threads related to this, are these all necessary to know well in order to be able to create playable characters and usable prefab assets? If anyone has any advice, tips, tools, tutorials, examples, shortcuts or anything that can provide direction, that would be amazing. (HELP!) -Tiff5.5KViews1like10CommentsNeed hand models for Blender
Why are the downloadable hand models only available for Maya? As a solo Indie I can't afford any licensing costs atm. I tried to use a trial version of Maya to export the hand models but didn't really succeed. I have already created custom hand models and animations in blender, but matching orientation and location without reference is impossible. If you have good reference model that matches the hands when exporting from Blender to Unity, please share them.1.5KViews0likes2CommentsExport with Vertex Colors and Layers
Hey There, I'm trying to get my models into Blender, which I have done so far. But I did not found a way where the model keeps it layers AND vertex colors. If i you a .obj the layers are there, but the format does not support the colors. If I convert via meshlab or other programs into .ply or .dae i get the colors but only one mesh in blender. I have searched the forum, but did not found a export guide for this case. Is there a good export pipeline for my wishes. I'd be happy for help! thanks a lot :) and cheers!1.5KViews0likes4Comments