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    Thanks Yannick,

    That will do for now, but it seem like it would be a very good feature for the VR editor is way too easy to select the wrong thing and mess up.

    I am using the editor with my architecture students and I am getting a lot of feedback, and this is a common problem for all of them.

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      Originally posted by Irigoyen View Post
      Thanks Yannick,

      That will do for now, but it seem like it would be a very good feature for the VR editor is way too easy to select the wrong thing and mess up.

      I am using the editor with my architecture students and I am getting a lot of feedback, and this is a common problem for all of them.
      Ooh that is awesome! I would love to hear all the feedback! But are you using the binary version or the latest from github? If you use the latest version I would love to hear feedback regarding the new gizmo.

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        Originally posted by YannickLange View Post
        Ooh that is awesome! I would love to hear all the feedback! But are you using the binary version or the latest from github? If you use the latest version I would love to hear feedback regarding the new gizmo.
        No, we have been using 4.12, but I will compile the latest version today, I didn't know the new gizmo was already up. Should I get latest 4.12 or 4.13 ?
        The gizmo is one of the other things that they have been complaining the most. For them is too different to what they are used to from other 3d packages so it breaks the flow of totally immersed design.
        I am happy to compile some of the feedback from the perspective of architectural design and send it to you.
        We are mostly experimenting or even theorising if you like of what is going to be the future of design.
        The fact that they can be designing in a model 1:1 scale and instantly pass to a 1:100 or any other scale is ground breaking.
        If at some point we get BSP brushes then it will be the ultimate architects design tool.

        Comment


          Originally posted by Irigoyen View Post
          No, we have been using 4.12, but I will compile the latest version today, I didn't know the new gizmo was already up. Should I get latest 4.12 or 4.13 ?
          The gizmo is one of the other things that they have been complaining the most. For them is too different to what they are used to from other 3d packages so it breaks the flow of totally immersed design.
          I am happy to compile some of the feedback from the perspective of architectural design and send it to you.
          We are mostly experimenting or even theorising if you like of what is going to be the future of design.
          The fact that they can be designing in a model 1:1 scale and instantly pass to a 1:100 or any other scale is ground breaking.
          If at some point we get BSP brushes then it will be the ultimate architects design tool.
          Thanks again for the awesome feedback.

          If you get the latest from this branch: https://github.com/EpicGames/UnrealE.../dev-vr-editor you are good to go!

          What software do the normally use ? The new gizmo tries to make it easier to find the handles and is located on the pivot point. The previous gizmo was bounding box related and that made it sometimes hard to select certain handles. The new gizmo also has a more intuitive way of rotating, so I would love to know what can be improved. One thing I am certain that needs to be added is displaying the current values, start dragging value and the delta between those.

          Sadly, BSP or any object that doesn't have regular collision, such as lights, cannot be used currently. We will definitely do this in the future!

          Comment


            Originally posted by YannickLange View Post
            Ooh that is awesome! I would love to hear all the feedback! But are you using the binary version or the latest from github? If you use the latest version I would love to hear feedback regarding the new gizmo.
            Actually I was using the 4.13 and just loaded the 4.12 preview last night to see if I could get my lightmass working (it does) and I noticed that I liked the gizmo from 4.12 much better than 4.13. I found that the gizmo from 4.13 was getting buried in other objects when trying to lay things on the floor and it was way too easy to accidentally select the floor instead of the manipulator. I do find myself switching between the manipulators though instead of using the universal one to keep the clutter down and accidental moves. Oh and it would be great if we could use that ability to use both hand controllers but lock the scale so that we can move/rotate without accidentally scaling as well.

            As for the locking/unlocking of actors... That is actually something I have wanted in the conventional editor for some time now. It's a huge convenience when trying to lay out props in an interior space where it's super easy to accidentally select walls or floors. If there is even a way to just put things on to layers and lock the layer that would be enough. (or probably better actually) Much like Photoshop or many other programs the ability to see a layer but make it unselectable is a major frustration saver. Even locking the transforms would be a little better but it would still be annoying to lose your selection every time you miss the manipulator and hit a wall.

            Oh and thanks for the tip about using that button above the thumbpad. I will try that today.

            The snap to ground didn't seem like it was working in 4.13 but I loaded 4.12 preview today and I will try again. I may just not understand how it works though. Is it snapping based on pivot points? Vertices? Face normals?

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              Originally posted by EffectsAnimator View Post
              Actually I was using the 4.13 and just loaded the 4.12 preview last night to see if I could get my lightmass working (it does) and I noticed that I liked the gizmo from 4.12 much better than 4.13. I found that the gizmo from 4.13 was getting buried in other objects when trying to lay things on the floor and it was way too easy to accidentally select the floor instead of the manipulator. I do find myself switching between the manipulators though instead of using the universal one to keep the clutter down and accidental moves.
              Well you can switch between the gizmo's using this command: VREd.PivotPointTransformGizmo 0 or 1. 0 sets it to the old gizmo and 1 to the new.

              I don't really understand that it is getting "burried". You can see and select the handles through meshes. The new gizmo also aims to be more consistent in scale, are you saying that it is too small ?

              It sounds like the example that you give that you select the floor accidentally while trying to select the gizmo handle has more to do with the "light press", do you agree with this?

              The new gizmo also has less handles and thus less clutter (the back side of the rotation handles shouldn't be rendered to make it even less), making the universal gizmo more usable. What is your take on this ?

              Comment


                Maybe I got a broken one? The translate handles on mine seem to stretch to infinity but they are just a pipe with no arrow or anything at the end of it. (So maybe in fact the gizmo is now massive and I just can't see the ends of it?) And the pipe itself is indeed selectable through the meshes of other objects but I have to be REAL careful to aim at that pipe when grabbing the manipulator or else it simply selects the object in which the pipe is buried. (usually happens when translating things in which I have set the pivot point to the floor for easier snapping and I am trying to slide things along the floor.)

                By light press do you mean where I am supposed to be able to half press the trigger when attempting to select multiple objects? I have only been able to get that to work a couple of times and it seems erratic. I wonder if some of my problems are stemming from scene scale? I am trying to keep my "zoom" at 1.0 when evaluating my first person perspective. That is correct?

                Comment


                  Originally posted by EffectsAnimator View Post
                  Maybe I got a broken one? The translate handles on mine seem to stretch to infinity but they are just a pipe with no arrow or anything at the end of it. (So maybe in fact the gizmo is now massive and I just can't see the ends of it?) And the pipe itself is indeed selectable through the meshes of other objects but I have to be REAL careful to aim at that pipe when grabbing the manipulator or else it simply selects the object in which the pipe is buried. (usually happens when translating things in which I have set the pivot point to the floor for easier snapping and I am trying to slide things along the floor.)
                  The translation gizmo handles (the pipes) are by design like that. This allows you to move an object on one axis from a further distance. I agree that the cylinders are not thick enough. You can experiment with this command: VREd.PivotGizmoTranslationScaleMultiply (2 by default), to make the handle more thick. I will make sure to increase the default.

                  Originally posted by EffectsAnimator View Post
                  By light press do you mean where I am supposed to be able to half press the trigger when attempting to select multiple objects? I have only been able to get that to work a couple of times and it seems erratic. I wonder if some of my problems are stemming from scene scale? I am trying to keep my "zoom" at 1.0 when evaluating my first person perspective. That is correct?
                  With light/half press I mean when you are selecting a gizmo handle to scale, rotate or translate the object. I agree that it is hard to use and it fails often.

                  We haven't looked at the best way of selecting multiple objects yet. Let me know if you have any suggestions. It shouldn't matter what scale you are.

                  Comment


                    Well if we are talking about ways to make the UI easier and more customizable... Maya uses the keyboard hotkeys + and - to adjust the scale of their manipulator. It might be nice to have something like that to give the user a quick and easy way to adjust the gizmo size to their preference.
                    I didn't realize a half press would pick a gizmo handle. That may help to eliminate some misfires on the selection side of things but I have found that the vive controllers don't make it easy to tell the difference between half and full press. Maybe a visual GUI cue could show that?
                    I have been twitch broadcasting some of my use of this editor by the way. I may have time tomorrow to make a quick video showing some of the things I am talking about. I am very excited about this whole process and it's a huge part of the reason I invested in the Vive in the first place.

                    Comment


                      Originally posted by EffectsAnimator View Post
                      Well if we are talking about ways to make the UI easier and more customizable... Maya uses the keyboard hotkeys + and - to adjust the scale of their manipulator. It might be nice to have something like that to give the user a quick and easy way to adjust the gizmo size to their preference.
                      I didn't realize a half press would pick a gizmo handle. That may help to eliminate some misfires on the selection side of things but I have found that the vive controllers don't make it easy to tell the difference between half and full press. Maybe a visual GUI cue could show that?
                      I have been twitch broadcasting some of my use of this editor by the way. I may have time tomorrow to make a quick video showing some of the things I am talking about. I am very excited about this whole process and it's a huge part of the reason I invested in the Vive in the first place.
                      Are you using the older vive motion controllers ? Because the new ones give feedback for a full press. Nonetheless, I agree that we should give some visual feedback if we decide to keep the half press.

                      Seeing footage would be amazing! I like that the community is excited about this. We try to be as transparent as possible and just get your opinions. I love discussing about stuff like this!

                      Comment


                        No I have the consumer release Vive not the pre. I have noticed the feedback sometimes but other times it's so subtle I don't notice it especially after years of gaming controllers where shooting a machine gun is like holding a jackhammer. Maybe I just need more conditioning with the controller to allow my subconscious to pick up on it.

                        I really think the thing that would help the most would be the ability to lock layers of actors to avoid accidental selections. The gizmo itself may not be the problem at all. I can handle a couple of misfires on the gizmo if it doesn't end up selecting (and usually moving) the floor underneath me every time I miss grabbing the gizmo handle. Then I have to undo a couple of times just to get back to where I was and that wastes up to a minute sometimes and really breaks up the flow. I don't know that you have to include the locking/unlocking of layers in the VR editor necessarily but at least if it was in the regular editor and the VR one would respect it.

                        Comment


                          Originally posted by EffectsAnimator View Post
                          No I have the consumer release Vive not the pre. I have noticed the feedback sometimes but other times it's so subtle I don't notice it especially after years of gaming controllers where shooting a machine gun is like holding a jackhammer. Maybe I just need more conditioning with the controller to allow my subconscious to pick up on it.

                          I really think the thing that would help the most would be the ability to lock layers of actors to avoid accidental selections. The gizmo itself may not be the problem at all. I can handle a couple of misfires on the gizmo if it doesn't end up selecting (and usually moving) the floor underneath me every time I miss grabbing the gizmo handle. Then I have to undo a couple of times just to get back to where I was and that wastes up to a minute sometimes and really breaks up the flow. I don't know that you have to include the locking/unlocking of layers in the VR editor necessarily but at least if it was in the regular editor and the VR one would respect it.
                          Well for now you can just use the "Frozen_" at the beginning of your actor name and running the editor with -VREditorDemo. Than you can at least lock the biggest objects, like the floor.

                          Edit: Plus I really think that the locking shouldn't be necessary. That would be a bypass for the essential problem, which is miss clicking. Eliminating this would be better.
                          Last edited by YannickLange; 05-09-2016, 01:34 PM.

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                            Would that work on a group of objects or a folder? I will try it out when I get a chance.

                            Comment


                              No sadly it only works on individual actors. I know, a pain.

                              Comment


                                Originally posted by YannickLange View Post
                                Thanks again for the awesome feedback.

                                If you get the latest from this branch: https://github.com/EpicGames/UnrealE.../dev-vr-editor you are good to go!

                                What software do the normally use ? The new gizmo tries to make it easier to find the handles and is located on the pivot point. The previous gizmo was bounding box related and that made it sometimes hard to select certain handles. The new gizmo also has a more intuitive way of rotating, so I would love to know what can be improved. One thing I am certain that needs to be added is displaying the current values, start dragging value and the delta between those.

                                Sadly, BSP or any object that doesn't have regular collision, such as lights, cannot be used currently. We will definitely do this in the future!


                                Hey Yanick, the students use primarily Rhino, also Autocad and some of them just started with 3DMax.
                                I have been trying to set up the new gizmo but I cant run the VR editor.
                                I did compile the version that you sent me the linlk yesterday ( https://github.com/EpicGames/UnrealE.../dev-vr-editor ) and the VR editor doesnt work.
                                I launch the editor, it seems to run for a moment , then the headset goes black and everything freezes?

                                Any idea why this happens? Should I just recompile the editor?

                                Thanks

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