Posts

Moving over to VR

So I've finally gotten my animation up and running on my Oculus Go. And by my animation I mean a simple demo scene that proves I can move stuff from my computer to my Oculus. I've since figured out how to move VR cameras within the scene using Unity's playabledirector, so my next step is to actually port my "Outfits" character and assets into my scene. Lastly, I used a tutorial to build a pointer function, so if I want to have clickable menus within the VR I have the backend code to do so. Huge shoutout to  VR with Andrew . He deserves way more subs.

Cleaning up my workflow

Thank the lord for backups. My earlier project backup just saved my ass, because I somehow broke the animation in my current unity scene. This inspired me to completely overhaul my project organization structure. I am now backing up every iteration of this animation, both in Unity and Cinema4D. Now that I'm finally getting somewhere, this project is getting exciting? 90% done by next monday? How about 50% done by this thursday :D We're making moves baby!

UPDATE: Dan came through!

Shout out to Dan, aka Rectro, for solving my issue . Turns out that if I would have just watched this YouTube video till the end, I wouldn't have had the issue in the first place...

FRUSTRATION with cinema 4D

So I've spent the past 4 hours trying to export my animation from cinema 4D to unity. It seems that there is a bug in C4D's FBX exporter, which is the format needed to use with unity3d. Great. Thus far I've tried exporting to other programs like Blender and 3DS max with no luck. Hmmm. It's time to ask the experts

Animating with null objects

Good news dearest readers, Although the positions of mixamo animations can be adjusted using pivot objects, these said objects are very difficult to keyframe in an animation sequence. Instead I am now using null (empty) objects to move my character while he moves simultaneously according to his mixamo sequence. Having separate null position controllers allows me to have a much cleaner workflow and better visualize the animation sequence in C4D's timeline. 1

HUGE UPDATE: I CAN ANIMATE IN C4D

I have no idea why this never occured to me. But guess what. I can animate my character in cinema4d baby!!! This is gonna make the animation so so so much easier. I know it. Unity is incredibly annoying, probably because I'm so new to it, when it comes to animating my character. What's cool is that once I render the animation in c4d, I can import it along with my character into Unity and still have my outfit selection script play on command using Unity's built in timeline. Unity's playable director keeps track of the time, so I can trigger the outfit selector whenever I want using a trigger object like in the last post, or by using playableDirector.time. Yay!

Using triggers to start timeline animations

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This is where I'm at now... As you can see my character starts in the incorrect position (inside the ground plane after the T-pose). However this in itself is considerable progress because I now have my outfit chooser script starting after a few seconds instead of when the scene first initializes. This was accomplished using a collider object as per this YouTube video . When the animated (and invisible) collider object touches my character, the script is triggered.