Ey
No need to apologise, and it's not a waste of time. I have no idea how Timeline and all kinds of VAM stuff works, I'm doing things in the method of "whatever works". I really appreciate when someone who knows presents feedback on potential problems and how to make better use of the tools. The only thing I promise is that this is currently the best I can do, which can be wildly off from best practices, and hopefully problems found now or down the line are not too severe.
Even though the problem couldn't be replicated so much, the discussion points on how Timeline works are a great source of information for me, possibly others too, to understand it better. Hopefully as I read through I will manage to apply them into better made scenes.
P.S.: I'm strongly aware that you provide quality scenes for free, but ... you do "advertise" your scenes as "created for VR"?
When I say it's "made for VR" or the sort, I state in the asset description something like what I wrote for this one:
"VR focus for male possession with Passenger - also works in desktop, but no male expressions because, you know, male possession VR focus! "
Mainly to say that the male has limited expressions or lighting in angles because I target the use for a male passenger view. Using it as such, at least on a G2 which is what I have, would have in view important buttons and the scene focus, and one could go through the whole scene without having to deactivate Embody.
I do test in VR all assets before publishing to see if something is blocked or with bad alignment. It's nothing In comparison with desktop testing, which is done throughout development. When I can go through the entire scene in VR (passenger) without needing to deactivate Embody for clicking buttons and have a stable experience overall, I think I can say it's suitable (enough) for VR use. Naturally, I only dedicate so much testing time as I can spare, and I own only one headset.
## Poses
The inclusion of the root control is to place that person in a specific spot of a new environment. From what I know, the alternative to have the person far from another place would have been to move the individual joints controls, but this would be hard to do. I could be doing something bad, and probably there's a much better way to do it, but this is currently what I know that reaches the goal for easy positioning in different environments. No idea if it's a bad practice, I just know that it works for most people. Sorry,
@charlestone, I've no idea why it doesn't work in your case. I asked other people to try it and they didn't mention any consistent problem with poses, only the ocasional weirdness.
Changing appearances will possibly bring some problems, mainly with collisions or aiming, but that's expected in any scene. I only noticed some when the changes were too far from the scale, height or shape from the original female/male used.
Again, thank you for your feedback. Likes and rating/reviews are nice to receive, but feedback is so much better because it offers the opportunity to learn and make better content in the future.