Ideation, Creation & Everything In Between
Preparing The Master Scene & Project In Unity –
Unfortunately due to illness I was unable to meet with Estrella today to look into getting Adventure Creator and the Gaze plugin to work together so at home instead I proceeded on producing the creation of a master scene from unity I was able to package the work done in the various projects and scenes and move it into the one master scene and project.
A compilation of everyones work will allow for a more solid previs with functionality. Correcting the folder structure and re naming the assets was a time consuming process that will in turn allow things to move smoother later on.
Organising the project is a vital process and makes importing and exporting easier and less time consuming. Naming conventions make for easier organisation and we need to talk about the format for this. Adventure Creator also requires a folder structure in order for things to work.
In the images below you can see that there was multiple scenes that we needed to organise to keep simple having one intro scene leading to the option of play interview scene or experience the explorable section scene.
Interview Sequence Edits & Conversions –
We had edited the interview sequence videos in Premiere and re exported them as mpeg but I needed to then convert them into mp4 format so that I could re import them into Unity which is a time consuming process. I am still unsure why it takes the videos so long to import into unity as they are not incredibly large in file size. The same time consuming process is also present when renaming the video files (movie texture) in Unity.
Interview Sequence Setup & Organisation –
As it takes so long to re name the video files we decided to also re order them at the same time. When Mary was timing how long the sequences would wait before playing the next fade and sequence we noticed that the sequences were in order of the production timesheet but not of the animatic so this required as to re structure things in Unity.
All of the interview sequences have had the latest edits of the movie files imported and re named to the correct scene name and in the correct order. The production timesheet has also been edited to register these changes and make this process a little easier to understand. I believe there has been some miscommunication between the production timesheet and the animatic
Game Logic, Home Screen Navigation and Exit Trigger –
The logic was then applied to the master scene to allow the participant to navigate from an intro screen with two clickable buttons to either the explorable section of the experience or to a scene that would play the interview.
Logic to enable the participant to return to the intro menu screen was also included within the explorable so that when the user approaches the exit area that looks like a doorway and the OVRPlayerController (player) passes through this invisible trigger and actionlist will fire and the participant will then be taken back to the intro menu.
This logic can also be edited to make the user exit the experience and for the experience just to end and stop if this works better. Although we have found that things that end abruptly in the Oculus can be very disorientating for the user so we should avoid this if we could.
Adding & Editing Particle Effects –
The particles that were created for atmospheric clouds and dust were also added to the scenes to give them that feeling of ambience. The dust particles can be used for either scene but the use of atmospheric clouds seem to be more effective in the interview sequence only. As the scale of things has changed since the particles were originally created they were required to be edited so that they cover the area they need to and also so that they behave in the way they are supposed to.
Non Play Animation Investigation –
There have been some animations that have been imported into Unity that will not run our give any options to be edited within the fbx. This is a problem that the girls were having in my absence and I took a little look into why this was happening. It seems to be that the fbx has no animation clip included within it which means that Unity is not recognising this to be an animation and this is usually due to an export issue from Maya.
In the image below you can see that in the Animations tab of the non working FBX we are getting the error No Animation data available in this model. You can then see an animations tab that is working and showing all of the options we should have available to us. In the project window you can see the difference between the hierarchies of each FBX the one that is functioning has an animation clip represented by the play button contained in a grey square and the FBX that is not working does not have this.
Interview Timing –
After I had programmed the actionlist to control the fade in/out of the interview sequence with the option to have pauses in between each fade and also having the ability to time the durations of the fades I then passed this on to Mary to time. As I was working from home I have been able to help Mary with any questions she has had about adventure Creator in order to be able to time the interview sequences.
As the majority of the videos have been edited and the re naming of all of the sequences has been done to match the animatic the timing will now need to be edited. As the actionlist editor was used to set which action would play next this is confusing as some of these actions are linked up to comments that are no longer relevant.
It is usually easier if the actions are in order within the actionlist itself so that things like this can be edited and remain in order but when the actionlist editor is used if an action is even deleted and action linked to another action can be moved up in down in order and the actionlist is no longer in sequence. For example even if an action is not linked to the action that has been deleted. If an action in between two actions that are linked is deleted then all of the actions will bump up the list and the order does not stay the same.
The timing that needed to be done was done without taking into consideration the duration of the fade in and the fade out as one of these actions effects the other all need to be edited at the same time. Otherwise the pause in between is set to a particular time and then the fades are set to take longer which then takes from the pause as the fade is coming into that time.
I may be able to use the times that Mary has done as a rough guideline to re time the sequences again if I can work out the order the scenes are now in based on the previous actionlist. The fades will knock the timing off a little but it will be easier to do using the template.
Scale Issues & Floating Heads –
During Mondays feedback which was my first time being in the University in a while I was able to test the previs experience with Alec. However I did notice that the tracker was not working on the Oculus again and the scale of the environment scene seemed to be correct other than environment parent was set to a scale of 10x10x10 in Unity as well as the (children) contents inside that group also having a scale so I think this may be an issue to address but unfortunately I don’t have access to the Oculus from home and cannot test this further.
In order for Colin to be in the scene and at a reasonable scale within the Oculus he needs to be at a scale of 0.001 and I have noticed that the floating heads are in the scene at a scale of over 4000 x 4000 x 4000. I am thinking that this scale will need to be edited and need to check with my team to see if we can reduce this or if it feels right in the Oculus.
OVRPlayerController Crash –
All of the Unity scenes have been crashing upon pressing play and this is usually due to the virtual reality supported option being on when the Oculus is not plugged in but this was the first thing that I checked. It seems to be that when the OVRPlayerController is also switched on it crashes Unity and I am hoping this is because I do not have an Oculus plugged in also but in the meantime if I turn off the OVRPlayerController game object the crashing stops.
This will need to be tested further to form a resolution but I do know that it did work when we were showing it to Alec and at this stage we had the Oculus. The only problem was the camera was falling through the scene and this is due to dampening and gravity settings that needed editing. We were able to correct these during presentation so that we could proceed demonstrating the previs experience that we have.