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    #61
    On the matter of the Git client, GitHub for Windows certainly is a good start, but as far as I am concerned, I would rather recommend SmartGit, as it is also free for open - source, also really easy to use, but multiplatform and much more powerful!

    You should also add a simple README.md file (see the Markdown extension) with the content of your first forum post as a quick start.

    For the license, I would recommend the widely used 'MIT' license ; it allows users to use your work freely, even in a commercial game product. That is what I always use. But then you could always look for other mode of distribution (if you what more restrictions for instance)

    After that Github will permit you to make a nice Web page, starting with your readme content for example (see my Git Plugin)

    Cheers!
    [Gamedev programmer at Darewise (Paris) - We are hiring]
    UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
    UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

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      #62
      Mitch.. thanks for the template. As a new game designer motivated now by the new Oculus rift, I've been working hard the past few weeks learning blueprint and unreal engine 4. I have a good prototype of the game I want to build using mostly assets found in the starter content and from other free sources.
      With that said, I've hit a snag in my project and that is animation and mesh posing for the character. Can you give me a basic explanation of how you edited and created animations for the default blue mesh, to add TPPSit and TPPHold?

      If anyone else knows how I'd love to hear!

      Thanks again.

      Comment


        #63
        Originally posted by ThackerSS View Post
        Mitch.. thanks for the template. As a new game designer motivated now by the new Oculus rift, I've been working hard the past few weeks learning blueprint and unreal engine 4. I have a good prototype of the game I want to build using mostly assets found in the starter content and from other free sources.
        With that said, I've hit a snag in my project and that is animation and mesh posing for the character. Can you give me a basic explanation of how you edited and created animations for the default blue mesh, to add TPPSit and TPPHold?

        If anyone else knows how I'd love to hear!

        Thanks again.
        Sure, first of all I downloaded the FBX's used when importing the starter character https://wiki.unrealengine.com/File:ThirdPerson_FBX.zip once you've done that you need to unzip it and then find 'TPPBase.fbx' this is what is called the T-pose it is the basic pose that was used to rig the character. I then imported 'TPPBase.fbx' into Maya(you could also use 3dsMax(not free) or blender which is free) you then take the skeleton and either pose it or animate it (there's a bunch of tutorials on how to do this in all the 3D animation software) after that I then selected just the skeleton (this is important as you don't want to export the mesh) and export just the selection, In Maya I selected FBX then enabled the export of the animation and joints(bones) and unticked include media(as we don't need any materials).

        then I imported the animations, for more info on how to do this check out this tutorial series https://www.youtube.com/playlist?lis...368myr-Kg2ZLwb actually you should watch this series if you are new to UE's animation systems.
        but basically when you import the new animation it should recognise it is an animation, you then need to select the skeleton for the animation to use (this was imported with the mesh) click OK and you should have your animation.

        The TPPHold uses an Animation blending so that the holding animation is blended on top of any other animation (like the sitting) I can tell you how to set that up if you need but this should be the basics on getting started.
        UE4 VR Cookbook
        Mitch's VR Lab tutorial series
        VR Content Examples

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          #64
          Alright both GitHub repo's are set up,
          https://github.com/mitchemmc/UE4FirstPersonVRTemplate
          https://github.com/mitchemmc/UE4SpaceShooterVRTemplate
          UE4 VR Cookbook
          Mitch's VR Lab tutorial series
          VR Content Examples

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            #65
            Woot, forked.

            This will be really nice too, since you can use submodules in a larger project to keep it up to date.
            Storyteller - An immersive VR audiobook player

            Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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              #66
              Thank you!
              I've also added a note to the VR dedicated thread
              [Gamedev programmer at Darewise (Paris) - We are hiring]
              UE4 Git LFS 2.x Source Control Plugin 2.14-beta for UE4.23 - (v1 integrated by default since UE4.7)
              UE4 Plastic SCM Source Control Plugin 1.4.6 for UE4.23 - (integrated by default in Beta status since UE4.24)

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                #67
                Anyone experienced that the camera is offset from body when running in stereo (VR) mode on? Mitchemmc template project works fine but I copied the assets into my existing project and I now have the described problem. Strangely not when running on a single screen (stereo off) however, just when in VR. Probably running my previous controller or camera or something when HMD is active.

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                  #68
                  Originally posted by Wollan View Post
                  Anyone experienced that the camera is offset from body when running in stereo (VR) mode on? Mitchemmc template project works fine but I copied the assets into my existing project and I now have the described problem. Strangely not when running on a single screen (stereo off) however, just when in VR. Probably running my previous controller or camera or something when HMD is active.
                  what assets are you using?
                  if you are using the VRPlayerController is DoesRotateTowardsHMDOrientation enabled?

                  If so what might be happening is the original third person mesh is rotated 90 degrees so I had to correct for that in the VRPlayerController,
                  to fix that in the VRPlayerController-EventGraph in Rotate Towards HMD - Rotate Just Camera, delete the combine rotators node.
                  Click image for larger version

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                  If that doesn't work let me know
                  UE4 VR Cookbook
                  Mitch's VR Lab tutorial series
                  VR Content Examples

                  Comment


                    #69
                    Thanks for the suggestion mate but it doesn't fix it and the combine-rotators-node is needed in my case as well (or else the character walks to the right instead of viewing direction).
                    My challenge is actually that the camera is 1 meters in positive-X world coordinates away from the body. If I turn my HMD around 180 degrees I will see my body standing there. However, if I just move the camera using gamepad/mouse then I never see the body as it stays behind the camera.

                    Edit: It's worth noting that I'm on preview code 4.3.
                    I'm actually going to try to run the template in that.
                    Last edited by Wollan; 07-09-2014, 06:50 AM.

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                      #70
                      Seems to be an 'issue' with the 4.3 preview. Probably some new HMD/DK2 developments interfering.
                      Click image for larger version

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                        #71
                        That's great man... thanks! I will be using blender as Maya is out of the budget for now. Thanks!

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                          #72
                          Originally posted by Wollan View Post
                          Seems to be an 'issue' with the 4.3 preview. Probably some new HMD/DK2 developments interfering.
                          [ATTACH=CONFIG]6467[/ATTACH]
                          Yeah that looks like it could be a positional tracking thing, I'm not sure if i'll have time to compile the 4.3 preview for myself but i'll definitely look into it once it has a proper release.
                          UE4 VR Cookbook
                          Mitch's VR Lab tutorial series
                          VR Content Examples

                          Comment


                            #73
                            This is very impressive work! I'm very excited to try this out once I get my oculus delivered.
                            Twitch /unrealalexander| Twitter @UnrealAlexander
                            How to report a bug? | Installation & Setup issues?
                            Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

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                              #74
                              Thanks a lot for all this Mitch, go team Metatron! ;-)

                              I believe these templates will really help by setting a high quality baseline standard for all new UE4 VR experiences coming out.

                              I also hope i will be able to collaborate in the future as i go further with my own VR Project.

                              For now i've added a link in the UE4 section of the OculusVR forums:
                              https://developer.oculusvr.com/forum...hp?f=60&t=9918

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                                #75
                                Originally posted by PatimPatam View Post
                                For now i've added a link in the UE4 section of the OculusVR forums:
                                https://developer.oculusvr.com/forum...hp?f=60&t=9918
                                Thanks for that.
                                UE4 VR Cookbook
                                Mitch's VR Lab tutorial series
                                VR Content Examples

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