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Zerowaitstate
01-19-2016, 02:19 AM
http://www.dormantgames.com/main/2015/11/18/the-trouble-with-animating-for-vr

I thought i would post this to the forum. its not specific to LW but does show that there is frustration at the coal face with the current workflow and creation tools

I cannot state enough how important i feel it is for LW to develop tools and native integration into VR workflows.

Which ever app nails VR asset, avatar creation and animation will rule the roost in the coming decades. I have been involved in IT for 25 years and Light wave since it was on the Amiga.

VR will have a Huge impact in the industry it is still very early days but the window of opportunity is closing.

shrox
01-19-2016, 02:30 AM
http://www.dormantgames.com/main/2015/11/18/the-trouble-with-animating-for-vr

I thought i would post this to the forum. its not specific to LW but does show that there is frustration at the coal face with the current workflow and creation tools

I cannot state enough how important i feel it is for LW to develop tools and native integration into VR workflows.

Which ever app nails VR asset, avatar creation and animation will rule the roost in the coming decades. I have been involved in IT for 25 years and Light wave since it was on the Amiga.

VR will have a Huge impact in the industry it is still very early days but the window of opportunity is closing.

I agree. I've been doing VR since the 90's when it wa 640x480 and 15 FPS at best; this new generation of it has nailed it. One more iteration and it will be Alternate Reality. I have the GearVR with an S6, and it has a slight looking through a screen door effect, but it's still impressive.

Dillon
01-19-2016, 08:16 AM
YES!!

I've been saying the same thing. I really do hope the LW3D Group is paying close attention to the developments in this area. VR will become huge for content creation. It's inevitable at this point.

goakes
01-19-2016, 07:05 PM
+1

sukardi
01-19-2016, 09:20 PM
I agree. I've been doing VR since the 90's when it wa 640x480 and 15 FPS at best; this new generation of it has nailed it. One more iteration and it will be Alternate Reality. I have the GearVR with an S6, and it has a slight looking through a screen door effect, but it's still impressive.

Hi Shrox,

I have not dabbled in VR for quite some time. Just wondering what is the most popular VR implementation right now. Is it real time UE4 game engine or some pre rendered 360 video or do you have your personal favourite engine?

Thank you

shrox
01-19-2016, 10:00 PM
Hi Shrox,

I have not dabbled in VR for quite some time. Just wondering what is the most popular VR implementation right now. Is it real time UE4 game engine or some pre rendered 360 video or do you have your personal favourite engine?

Thank you

I am just doing rendered movies now, I keep starting with Unity, then I get sidetracked. I have a GearVR with a Samsung S6 for viewing.

Here is the very first one I did.

http://littlstar.com/videos/508b3e63

ncr100
01-19-2016, 10:39 PM
One thing with VR is the editing interface - Keyboard and Mouse doesn't make sense when editing _in_ VR. Instead, motion-tracked controller(s) and a motion-tracked headset.

Plus, UI for doing controller-based 3D editing is needed.

See Dreams from Media Molecule for an example: https://www.youtube.com/watch?v=AOkA18iK3vg - a tool palette, a world with working plane, a viewport perspective, one or more controller's cursors, and the model.

Many elements need working on for VR editing to be viable.