GMU:VR Experience Designers/Paul Polze: Difference between revisions

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[[File:TITLE_IMAGE.jpg|950px]]
[[File:TITLE_IMAGE.jpg|950px]]
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== Video Documentation: ==
Vimeo: https://vimeo.com/paulpolze/magrittetotal
Vimeo: https://vimeo.com/paulpolze/magrittetotal
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The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.
The character was easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.
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To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don't see the disappearing of the characters, because at this time he is up in sky above the clouds.
To realize the idea of raining characters there was an own emitter system with some code created. The emitter was then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don't see the disappearing of the characters, because at this time he is up in sky above the clouds.
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The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering.  
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering a zone.  
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The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones to the scenes added. The falling apple needed code to make sound when colliding with ground.