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Showing posts from March, 2020

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