New to all this, need advice on complete VR workflow

Hi all,
first time in here so please be gentle.
That said, i’m looking for some good advice, so if you can spare the time, i’d really appreciate input on the following please:
I’m the I.T. Manager for our business (Interior design and fit-out) of 120 employees, but I’m moving more into the R&D of technology for the business.
Currently our designers create concepts using sketchup, which on occasion they have created flythroughs as video files for the client to see.
To compete with some of the big boys, I want to look into creating a fully immersive VR walkthrough to offer our customers. Ideally using HTC Vive as i don’t want the risk of clients getting nausea from moving theirs heads and not their bodies, which happens with some of the other solutions out there.
Rudimentary solutions that have smart phones situated within the HMD fall short of what I want to achieve.
My son has just finished a 2yr course in 3D Game Design using Maya and UE4. He’s now about to go onto uni to specialise in it. His opinion is that this is the way to go.
Now, ideally I’d like to get fully involved myself; I’ve enrolled on a UE4 course, but know nothing of Maya etc.
I did use an extension called PlayUp which allows you to export a sketchup model as .fbx files and then import into UE4, but when laddo looked at it he couldn’t figure out why collision properties weren’t allowing him to walk into the building in fps mode.
So this stumped us a little.
Forgive the wall of text; I guess what I’m asking is,
What workflow would you recommend to get this done, considering our designers only currently use sketchup pro with podium renderer?
I’ll await replies before adding more details.
Many thanks :slight_smile:

I think your initial issues - the collision - are very minor. It’s likely you could drop your model into the VR template for v4.13 and have instant success. Your just need to create some kind of mesh shape or volumes to limit teleportation boundaries within the model - I think the template already does this for you. I’d imagine the trickiest bit would be in learning the lighting and texturing.

If you search the forum for someone called koola you’ll find some amazing arch-viz examples, and what’s great is that nearly any unreal ‘game’ can instantly run in VR mode if you’ve got the hardware - there might be scale problems is all. You could try making a post in the VR sub-forum and include an fbx; you might find some keeners who’ll put something together for you - I’d give it a look if you did. I’ve got a 4x2.5 Vive space and I can totally see the benefits for interior designers/kitchens etc.

Also - the collision issue - when you import an fbx - your model - as a single object, the importer will automatically create a collision mesh around the object. This doesn’t account for concave shapes though, so you’d just get a kind of shrink-wrapped collision boundary. Great for a car or a rock, not great for something you want to get inside. You can disable automatic collision generation on the import dialogue box. Also, you may have chosen combine meshes(I think it’s called that) which might not help you in texturing. The importer can import each mesh in an fbx individually which you can then combine in your environment. This way you can have doors which open etc.

Thanks very much for your replies. Whilst i’m completely unlearned with UE4, I kind of understand what you mean as watching my son, he did mention that there seemed to be a collision mesh surrounding the whole building so to speak and he did show me what collision meshes were so that much I get :slight_smile:
Now for the rest… :cool: