https://wiki.sine.space/index.php?title=Special:NewPages&feed=atom&hideredirs=1&limit=50&offset=&namespace=0&username=&tagfilter= wiki.sine.space - New pages [en] 2020-06-02T13:19:16Z From wiki.sine.space MediaWiki 1.26.3 https://wiki.sine.space/index.php?title=UI/Setting_up_VR UI/Setting up VR 2020-05-07T12:36:50Z <p>Michele Gray: Created page with &quot;=VR Setup= ==Supported Headsets:== ====Oculus==== Rift Rift S ====HTC Vive==== *WMR ==Current Viewer== Make sure you are using the most current viewer - https://sine.spac...&quot;</p> <hr /> <div>=VR Setup=<br /> <br /> ==Supported Headsets:==<br /> <br /> ====Oculus====<br /> Rift <br /> Rift S<br /> <br /> ====HTC Vive====<br /> *WMR<br /> <br /> ==Current Viewer==<br /> Make sure you are using the most current viewer - https://sine.space/download/<br /> <br /> ==Enable VR==<br /> <br /> Prior to logging in You will need to set the viewer up to work with VR<br /> <br /> Choose the settings button on the main log in screen. <br /> <br /> [[File:Select_Settings_Window_on_log_in.png]]<br /> <br /> <br /> <br /> Select the VR setting <br /> <br /> [[File:Select_vr_setting_on_log_in.png]]<br /> <br /> <br /> <br /> =Head Set Specific Settings=<br /> <br /> ==Oculus Rift==<br /> <br /> Set up Oculus home and verify that it is working properly. https://www.oculus.com/setup/<br /> <br /> Verify voice works properly as we do not support text in VR mode at this time.<br /> <br /> Change the settings in the Oculus Application to allow for use in other applications.<br /> <br /> <br /> Oculus log In steps:<br /> <br /> [[File:Oculus_VR_settings.png]]<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> Vive Set up:<br /> <br /> Download and install Steam to set up SteamVR - https://store.steampowered.com/about/<br /> <br /> Configure Headset to work properly and voice is active.<br /> <br /> Verify voice works properly as we do not support text in VR mode at this time.<br /> <br /> https://www.vive.com/us/support/vive/category_howto/settings.html#SteamVR<br /> <br /> Vive log in steps:<br /> <br /> [[File:Vive_settings.png]]<br /> <br /> <br /> <br /> Windows Mixed Reality set up:<br /> <br /> Download and install Steam to set up SteamVR - https://store.steampowered.com/about/<br /> <br /> Configure Headset to work properly and voice is active.<br /> <br /> Verify voice works properly as we do not support text in VR mode at this time.<br /> <br /> [[https://docs.microsoft.com/en-us/windows/mixed-reality/enthusiast-guide/using-steamvr-with-windows- mixed-reality]]<br /> <br /> Windows Mixed Reality log in steps:<br /> <br /> [[File:Set_Windows_Mixed_Reality_settings.png]]<br /> <br /> <br /> <br /> Additionally You will need to make sure the Vivox voice is checked, This will activate in-world voice capability.<br /> <br /> [[File:Enable_Vivox.png]]<br /> <br /> <br /> You will need to exit the sinespace client and restart it.<br /> <br /> <br /> Once these steps are done, you are able to use sinespace in VR mode.<br /> <br /> <br /> <br /> VR controls information: Being revised!</div> Michele Gray https://wiki.sine.space/index.php?title=Gestures/Snapshot_Tools Gestures/Snapshot Tools 2020-03-20T19:07:35Z <p>Jayden Catnip: /* Creating Snapshot Poses */</p> <hr /> <div>=== Introduction ===<br /> <br /> The snapshot tools allow users to create camera positions, filters, poses &amp; overlays that can be used for taking awesome pictures in Sinespace using the snapshot system. In the tutorials below we will cover how to make and upload your own snapshot tools that you can sell in the shop or share with other users.<br /> <br /> == Setting Up The Scene (Beginner) ==<br /> <br /> [[File:Snapshot1.png]]<br /> <br /> In the drop down menu select About Sinespace and create a new region by clicking the Create region button in the box that appears.<br /> <br /> [[File:Snapshot2.png]]<br /> <br /> In the hierarchy select the landmark and disable it, we wont be needing it for this tutorial.<br /> <br /> [[File:Snapshot3.png]]<br /> <br /> We want to be able to preview what we are doing so at the top of the main window grab the game tab and drag it down and to the right to make a split screen as show above.<br /> <br /> [[File:Snapshot4.png]]<br /> <br /> In the hierarchy right click to add a camera to the scene.<br /> <br /> [[File:Snapshot5.png]]<br /> <br /> In the search bar above the project window search for 2017 male or female avatar, drag the model into the hierarchy.<br /> <br /> [[File:Snapshot6.png]]<br /> <br /> In your scene window use your mouse &amp; scroll wheel to position yourself on the avatar, in hierarchy select the main camera and press cntrl-shift-f to focus the camera on the avatar.<br /> <br /> == Creating Snapshot Filters ==<br /> <br /> Snapshot filters are used to change the post processing effects while using the snapshot tool, we use Unity's post processing tools to create an effect to upload to Sinespace.<br /> <br /> [[File:SnapshotFilter1.png]]<br /> <br /> In order to see the changes we make to the post processing effects we need to add a post processing layer to the main camera. Select the camera in the hierarchy and click the add component button in the inspector, add the post processing layer component.<br /> <br /> [[File:SnapshotFilter2.png]]<br /> <br /> In your project window right click and select create/post processing profile, name it custom profile (you can name this whatever you like).<br /> <br /> [[File:SnapshotFilter3.png]]<br /> <br /> In the hierarchy select the Post Processing Settings and make sure Is Global is checked, set a high priority number 99999999 and then drag your custom profile from the project window into the profile section of the post processing volume component. '''Important :''' make sure that the layer at the top of the inspector is set to transparentFX.<br /> <br /> [[File:SnapshotFilter4.png]]<br /> <br /> Click on the custom profile in the project window then in the inspector click add effect, for this tutorial we will only be using the color grading tools but you can add any effects you like.<br /> <br /> [[File:SnapshotFilter5.png]]<br /> <br /> At this point we can check to see if the post processing effects are working by changing the post-exposure in the inspector window to an extreme value. You should now see an over exposed effect in our &quot;preview window&quot;.<br /> <br /> [[File:SnapshotFilter6.png]]<br /> <br /> If the post processing is not visible in the preview window click on the camera in the hierarchy and looking in the post processing layer component, ensure that the layer field is set to everything, also check that the layer is set to transparentFX when clicking on the post processing settings in the hierarchy (this setting can be found at the top of the inspector window).<br /> <br /> [[File:SnapshotFilter7.png]]<br /> <br /> Next we will create our filter effect, click on the custom post profile in the project window and reset the exposure back to 0, check the color filter checkbox and click in the color box to the right for this tutorial I have set the color to hex code #DF83FF.<br /> <br /> [[File:SnapshotFilter8.png]]<br /> <br /> Next we will change some channel mixers settings, select the red filter tab and check the red/green/blue check boxes to enable them, set the values red -7, green - 57, blue 59.<br /> <br /> [[File:SnapshotFilter9.png]]<br /> <br /> Select the blue channel tab and again set the red/green/blue check boxes to enable them, set the values red 12, green -12, blue 27.<br /> <br /> [[File:SnapshotFilter10.png]]<br /> <br /> Now we will setup the blue channel, click the blue channel tab and enable the red/green/blue channel check boxes, set the values red 41, green 93, blue 172.<br /> <br /> [[File:SnapshotFilter11.png]]<br /> <br /> Finally to finish off the effect we will set some of the other settings in the custom profile, set the following value : mode ACES, temperature 20.1, post-exposure 2.33, saturation -38.3, contrast -5.9.<br /> <br /> [[File:SnapshotFilter12.png]]<br /> <br /> We are now ready to upload our effect to Sinespace, right click in the hierarchy and create an empty game object (name it as required), in the inspector click on the add component button and add the screenshot filter component, drag our custom profile from the project window into the post processing v2 field in the screenshot filter component.<br /> <br /> [[File:SnapshotFilter13.png]]<br /> <br /> While still having our empty game object selected click on the add component button in the inspector and add a virtual goods component, in the type field set Custom, custom type is '''InventoryCameraFilter''' and category is effects/snapshot/filter. Fill in the rest of the virtual goods as required.<br /> <br /> [[File:SnapshotF14.png]]<br /> <br /> Finally drag our empty game object from the hierarchy into the project window to prefab it, right click on the prefab and select upload to Sinespace (this can now be viewed on the preview server once processing is complete).<br /> <br /> == Creating Snapshot Poses ==<br /> <br /> Snapshot poses allow us to be able to upload custom poses/animations that we can use in the snapshot tool in Sinespace. For this tutorial we will need to have created a pose or animation using an animation program or you can down load animations from a site such as https://mixamo.com.<br /> <br /> [[File:SnapshotPose 1.png]]<br /> <br /> Drag your chosen animation into the project window and click on it, in the inspector under the rig tab make sure the animation type is set to humanoid and click apply.<br /> <br /> [[File:SnapshotPose 2.png]]<br /> <br /> We need our animation to be looped so selected the animation tab in the inspector and check the loop time checkbox.<br /> <br /> [[File:SnapshotPose 3.png]]<br /> <br /> If you have downloaded an animation from Mixamo we will need to change the animation so it is not read only, this is so that we can edit it later in the tutorial, click the arrow next to your animations prefab (blue box) click on the animation as arrowed above and click cntrl-D to duplicate it. You can now delete the original animation prefab as this is no longer required.<br /> <br /> [[File:Snapshot Pose 4.png]]<br /> <br /> We now need to be able to preview the animation inside of the editor so we can work with it, right click in the project window and select create/Animator Controller and name it Custom Controller.<br /> <br /> [[File:Snapshot Pose 5.png]]<br /> <br /> Select the 2017 avatar in the hierarchy and click on the add component button in the inspector, add an animator controller component and drag our custom controller into the controller field. Make sure the avatar has the correct 2015 profile for the avatar we are using either male/female.<br /> <br /> [[File:SnapshotPose 6.png]]<br /> <br /> While still having the 2017 avatar selected click on the animator tab above the main scene window, if you don't have this tab your can right click on the scene tab and click add new tab/animator. Drag our animation into the animator window from the project window.<br /> <br /> [[File:SnapshotPose 7.png]]<br /> <br /> Now select the animation tab above the project window, if you don't have this tab you can add it by right clicking the project tab and select add tab/animation. Now if you grab the white time line in the animator window while holding the left mouse button you can scrub through the time line, the animation will be shown on our avatar in the preview window.<br /> <br /> [[File:Snapshot Pose 8.png]]<br /> <br /> You can upload full animations to Sinespace for use in the snapshot system, for this tutorial I am going to create a static pose. Scrub through the time line and find a pose that you like then work through the time line and delete the key frames that are no longer needed until you have only that key frame left as pictured above.<br /> <br /> [[File:Snapshot Pose 9.png]]<br /> <br /> Our avatar looks a little miserable for a picture so lets give her a smile, in the animation window click the record button then in the hierarchy open up 2017 avatar and click on either the femalebody or malebody found under Geo_GRP. In the inspector under the skinned mesh renderer open up the blend shapes menu by clicking the arrow next to blend shapes.<br /> <br /> [[File:Snapshot Pose 10.png]]<br /> <br /> We will change some of the mouth settings to make our avatar smile, for the tutorial i will set the mouth_anim.mouth_ah to 50 and the moth_anim.mouth_eee to 25, you can change other settings to suit. '''Warning : ''' do not change anything that has slider in the name, this will break things in world. Our blend shape changes will now have been saved to the animation so we can click on the record button in the animation window to stop recording.</div> Jayden Catnip https://wiki.sine.space/index.php?title=Morph_Shapes Morph Shapes 2020-03-05T04:27:21Z <p>Lesiar: /* Creating the Morph Shape */</p> <hr /> <div>====MORPH SHAPES TUTORIAL====<br /> <br /> ==Prequisites==<br /> <br /> You are expected to have installed Unity and a valid Editor Pack installed correctly ( called SDK on Unity’s Asset Store).<br /> <br /> Unity version used for tutorial: 2017.4.36f1. [[https://unity3d.com/get-unity/download?thank-you=update&amp;download_nid=63301&amp;os=Win Download here.]]<br /> <br /> Editor Pack/SDK: 14.415.8463-nightly (shows as &quot;Intended for Unity Version 2017.3&quot;). [[https://sinespace-editorpacks.s3.amazonaws.com/Editor%20Pack%2014.415.8463-nightly%20for%20Unity%202017.3.unitypackage Download here.]]<br /> <br /> Or you can use the Unity Hub application to easily manage multiple Unity installations. [[https://store.unity.com/download/thank-you?thank-you=personal&amp;os=win&amp;nid=1605 Download here.]]<br /> <br /> ==Creating the Morph Shape==<br /> <br /> You will be using our avatar model in your 3D modelling tool of choice. You will find it included in our Editor Pack.<br /> <br /> Here we use Blender which is free to use. This is the default start scene in Blender.<br /> <br /> Delete cube, lights and cameras - we don't need those.<br /> <br /> [[File:Shot_01_-_New_Blender_scene.jpg|1000px]]<br /> <br /> <br /> Go to File and Import, then pick FBX. <br /> <br /> [[File:Shot_02_-_Import_of_our_avi.jpg|1000px]]<br /> <br /> <br /> Here is the import window.<br /> <br /> [[File:Shot_03_-_Locating_the_avi.jpg|1000px]]<br /> <br /> <br /> You should see this. Click off and on the model and click the Collections icon here:<br /> <br /> [[File:Shot_04_-_Avi_loaded.jpg|1000px]]<br /> <br /> <br /> Now delete the existing Morph Keys.<br /> <br /> [[File:Shot_05_-_Delete_shape_keys.jpg|1000px]]<br /> <br /> <br /> We now add two morph keys - clicking the plus sign. The first will be our 'Basis' and the second our new morph.<br /> <br /> While on that new morph, double click to rename<br /> <br /> [[File:Shot_06_-_Create_2_new_shape_keys.jpg|1000px]]<br /> <br /> <br /> Now ensure the value is set to 1.<br /> <br /> [[File:Shot_07_-_Rename_the_morph.jpg|1000px]]<br /> <br /> <br /> Now switch to Sculpting mode. <br /> <br /> [[File:Shot_08_-_Switch_to_Sculpt_mode.jpg |1000px]]<br /> <br /> <br /> After my changes here is our face morph.<br /> <br /> [[File:Shot_09_-_the_new_morph.jpg|1000px]]<br /> <br /> <br /> That's it for the Blender part. Now we export to FBX.<br /> <br /> =Export FBX From Blender=<br /> <br /> Go to File then Export then FBX.<br /> <br /> [[File:Shot_10_-_Export_the_file.jpg |1000px]]<br /> <br /> <br /> Make sure your export settings are the same as this. Do ensure !Expermintal! Apply Transform is checked and Bake Animation is unchecked.<br /> <br /> Then click Export.<br /> <br /> [[File:Shot_11_-_Export_settings.jpg |1000px]]<br /> <br /> =Import FBX into Unity=<br /> <br /> <br /> Now we switch to Unity. Here we have an empty scene ready and a work folder created called &quot;Morph Tutorial Folder&quot;.<br /> <br /> You of course, should use your own recognisable name.<br /> <br /> [[File:Shot_12_-_New_unity_scene.jpg|1000px]]<br /> <br /> <br /> With this folder selected, right click in the empty right hand pane of your project and select Import Asset.<br /> <br /> [[File:Shot_13_-_Import_the_new_fbx.jpg|1000px]]<br /> <br /> <br /> Locate your folder where you exported the modified 2017 Male into. First go to Assets.<br /> <br /> [[File:Shot_14_-_Go_to_folder.jpg|1000px]]<br /> <br /> <br /> Then go to your work folder and import the model.<br /> <br /> [[File:Shot 15 - Locate fbx.jpg|1000px]]<br /> <br /> <br /> Here our model is now imported into the project.<br /> <br /> [[File:Shot_16_-_Model_imported.jpg|1000px]]<br /> <br /> =Checking Our Morph Has Imported=<br /> <br /> Drag the model into the scene/hierarchy and expand the model to see its child objects. Check the mesh has a skinned renderer and that you<br /> <br /> can see your morph name. <br /> <br /> [[File:Shot_17_-_Checking_the_morph.jpg |1000px]]<br /> <br /> <br /> Dialling this to 100 will reveal your morph. Leave it set at 100.<br /> <br /> [[File:Shot_18_-_Successful_import.jpg |1000px]]<br /> <br /> =Creating the Vertex Displacement Map=<br /> <br /> Open the menu item: Sinespace-&gt;Tools-&gt;Custom Shapes-&gt;Create Body Morph Texture<br /> <br /> [[File:Shot_19_-_Creating_the_displacement_map.jpg|1000px]]<br /> <br /> <br /> Now click into the Assets folder and then into your work folder.<br /> <br /> [[File:Shot_19a_-_Locate_folder.jpg|1000px]]<br /> <br /> <br /> You will now see the Create Morph Map dialog box.<br /> <br /> [[File:Step_21.jpeg|1000px]]<br /> <br /> <br /> Drag the mesh (from the project) into the top slot. <br /> <br /> Put a checkmark into Preview and Overwrite Silently then click Bake Map.<br /> <br /> [[File:Shot_20_-_Drag_malebody_to_slot.jpg |1000px]]<br /> <br /> <br /> Type the name of your morph into the &quot;Original Blendshape&quot; field.<br /> <br /> [[File:Shot_21_-_Blend_Shape_field.jpg|1000px]]<br /> <br /> <br /> Uncheck Incorporate Normal.<br /> <br /> [[File:Shot_22_-_Uncheck_normal.jpg |1000px]]<br /> <br /> <br /> Set preview options.<br /> <br /> [[File:Shot_23_-_Set_preview_options.jpg |1000px]]<br /> <br /> <br /> In your project search box, type 2017 and drag the 2017 Male file into the Alternative Avatar slot.<br /> <br /> The reason we do not use the Base Avatar for preview is that this defaults to the Male version and cannot be used for <br /> <br /> a Female morph. Therefore it's better to get into the habit of locating the individual 2017 Male/Female avi's manually.<br /> <br /> [[File:Shot_24_-_Alernative_Avatar drag.jpg|1000px]]<br /> <br /> <br /> Click on your work folder in the project and then click Bake Map.<br /> <br /> [[File:Shot_25_-_Bake_map.jpg|1000px]]<br /> <br /> <br /> A preview of your morph will show in the scene. Move the original out of the way to compare that they are the same. <br /> <br /> [[File:Shot_26_-_Worked.jpg|1000px]]<br /> <br /> <br /> Now click on the new displacement map in your project work folder. Ensure sRGB is off, Read/Write is enabled, Generate Mipmaps off, Wrap Mode is Clamp, <br /> <br /> Filter Mode is Point. No compression.<br /> <br /> Then click Apply.<br /> <br /> [[File:Shot_27_-_Modify_map_properties.jpg|1000px]]<br /> <br /> <br /> You might see some very subtle pastel RGB shadings but Unity cannot show the preview properly for the morph map generated.<br /> <br /> Here's what it looks like in Krita.<br /> <br /> [[File:Step_25.jpeg|500px]]<br /> <br /> =Creating The Virtual Good=<br /> <br /> Now we get to the final step - creating the virtual good. Right click an empty part of the hierarchy and create an empty game object.<br /> <br /> [[File:Shot_28_-_Create_empty_game_object.jpg|1000px]]<br /> <br /> <br /> Rename your game object to something recognisable. Add a Clothing Item Settings component. <br /> <br /> [[File:Shot_29_-_Add_clothing_script.jpg|1000px]]<br /> <br /> <br /> Tick and expand Body Slider. Then drag the generated morph texture into the Vertex Displacement Map slot. Ensure the skeleton is set to Base Male. <br /> <br /> [[File:Shot_30_-_Drag_map_to_slot.jpg|1000px]]<br /> <br /> <br /> Add a virtual good component.<br /> <br /> [[File:Shot_31_-_Add_VG.jpg|1000px]]<br /> <br /> <br /> Set the type to Clothing and the category to Clothes / Body / Morphs.<br /> <br /> [[File:Shot_32_-_VG_2.jpg|1000px]]<br /> <br /> <br /> After completing that, drag your item from the hierarchy to your project. Right clik it then select Upload to Sinespace.<br /> <br /> [[File:Shot_33_-_VG3.jpg|1000px]]<br /> <br /> =The Result=<br /> <br /> Here's the finished item in world, called &quot;Morph Tutorial&quot; and is available free in the shop.<br /> <br /> [[File:Step_34.jpeg|1000px]]</div> Lesiar