VIRTUAnimator! That’s now the name of the VR Animator app.
Some decent progress has been made, with motion-controller support added…ish. Without actual controllers to test with, I can’t be certain, but the scripts have been written to be pretty flexible. So long as the controller can move in 3D space, you should be able to move objects easily. Each controller can select a single object, and movement will be directly related to the controller’s movement. My original plans for timeline display were thrown out the window when I realized world-space UI could literally be as big as you could see, which makes my plans pretty confined. I need to come up with UI that takes advantage of VR better, though without having ever used VR it’s hard to comprehend the possibilities.
Which brings me to progress #2: moving objects is now implemented! After experimenting with a Physics/Rigidbodies setup, I’ve decided to stick with explicit transform control – objects won’t move unless you move them, and characters will be IK-based. I tried getting ragdolls to work, along with physics objects for props, objects, etc., but with a keyframe-based system, physics wouldn’t cooperate too well. Especially if you want to move from animated to physics-based and back to animated.
So, progress is going good! Next on the agenda is work on the timeline system, followed by an object/character spawn system. Integration will depend on what I can come up with for UI, but functionality should be doable for now.
Until next update!