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VR Rotation Gizmo Test Scene

Paid Toolkits + Templates VR Rotation Gizmo Test Scene

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entitycs

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entitycs submitted a new resource:

VR Rotation Gizmo Test Scene - A Scene with things to rotate, & CircleUX working on 3 Axis, to create the full VR Rotation Gizmo.

A simple Scene with buttons to trigger World and Local rotation states for all 3 axis / instances.

A Person Atom, with various controller settings for testing.
- Try rotating the person fully, or just a limb.
- Test what happens when selecting a controller with no rotations (rotations off, or rotations locked)

View attachment 481153View attachment 481154View attachment 481155View attachment 481156

Thanks, & Enjoy

View attachment 481157

Read more about this resource...
 
entitycs updated VR Rotation Gizmo Test Scene with a new update entry:

Circle UX V3 - A VR Rotation Widget + Example Scene

View attachment 482735
Includes (major) bugfixes, and some improvements, and new features.

Tips: This Demo comes with V12 of SimpleStateMachine. I created two states (or "editable 'presets', in case you're not familiar with SSM). The first is somewhat free/loose, while the second state is more precise (eg. does not rotate much after releasing).

If something gets misaligned, try giving each handle a quick grab, else, try selecting the plugin's parent Atom, and using the "World...

Read the rest of this update entry...
 
Oops... Needed to wait a day before releasing the plugin, AND the scene - and tried to do both at once.

Might be a bit before things get sorted out with Hub links.

Patreon and Discord links are up though.
 
This looks like a gamechanger for VR. Any plans to include translation too?
I've thought about it. Just not sure how I'd implement it - or rather, deciding on "how" it should work.

Out of the 8+ months I've been working on tools/gadgets, I've only gotten one request or suggestion.
 
Personally I'd be happy if the gizmo was oriented to the selected controller and it had all 3 axis similar to the ones you have but arrow shaped (maybe), interacting with one will simply lock the other 2 axis movment and all 3 rotations. This is what I already do manually when I want to translate a controller along a particular axis. I have shorcuts for locking/unlocking, but a gizmo like this would be much better.
 
Personally I'd be happy if the gizmo was oriented to the selected controller and it had all 3 axis similar to the ones you have but arrow shaped (maybe), interacting with one will simply lock the other 2 axis movment and all 3 rotations. This is what I already do manually when I want to translate a controller along a particular axis. I have shorcuts for locking/unlocking, but a gizmo like this would be much better.
I see. That also makes sense to me.

Except, currently, while rotations are in effect, I can (in Desktop mode) pull on the provided Gizmo axis to translate the controller, without breaking the rotation.

For rotations, there are now acceleration and damping settings, so a small movement could continuously rotate the controller, until "let go". Would you want the same behavior for translations?
 
I see. That also makes sense to me.

Except, currently, while rotations are in effect, I can (in Desktop mode) pull on the provided Gizmo axis to translate the controller, without breaking the rotation.

For rotations, there are now acceleration and damping settings, so a small movement could continuously rotate the controller, until "let go". Would you want the same behavior for translations?
I will be using this mainly for posing, and fine tuning controllers, rather than animating, so aceleration is not really a requirement for me. What I'm after is a 1:1 representation of the standard gizmos/handles in VR, anything beyond that is a plus and should be optional. So if you were to release an update with normal rotation/translation (no acceleration or extra features), I'd be a happy camper. Again, just me and my use case.

I'll grab the plugin this weekend when I have time to play with it.
 
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