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Author Topic: Questions from new developer  (Read 7942 times)

Ovulating_Oculus

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Questions from new developer
« on: August 26, 2014, 02:39:07 AM »
Hi guys,

I currently playing around with the DK2 and Unity to do some proof-of-concept stuff for an Oculus-NSFW experience. What has worked for me so far has been to make a character and bake animations in DAZ and simply export it as a .fbx and drop it into Unity.

The only problem I'm running into is finding animations. Where would be a good place to acquire some (free) mocap data (preferably BVH files) NSFW motions. I'm think along the lines of teases, pole dances, etc. I could probably rip animations from Second Life stuff, but I can't find any.

If anyone is interested, I can post a build of 'demo' I'm tinkering with. It's a bit rough (you need to Ctrl-Alt-Delete to close the exe and she has no pupil textures), but its definitely a good start with positional tracking.

Thanks. 

Will

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Re: Questions from new developer
« Reply #1 on: August 26, 2014, 06:10:23 PM »
Thanks for posting! ;D

For the eyes on the Daz model the problem will be that there is a material covering the eye which is supposed to be transparent but is usually white in Unity. You need to make it like glass. I had the same problem in UE4 but once you make the material covering the eye see through the material underneath can be seen.

For the Animations you want to find one that works ok and modify it a bit to suit your game. Rendererotica make a few animations which should get you started.

https://www.google.com/search?btnG=1&pws=0&q=daz3d+rendererotica+mega+pack&gws_rd=ssl

Also I am finding UE4 is a lot better as it is easier to bring in facial morphs.
« Last Edit: August 26, 2014, 06:14:34 PM by chelsearift »

Ovulating_Oculus

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Re: Questions from new developer
« Reply #2 on: August 27, 2014, 03:06:10 AM »
Awesome, thanks for the resources!

Yeah, the Daz > Unity > Oculus prefab pipeline is pretty wonky, but its the best I can muster. What I do now is bake the animation to keyframes in Daz and then export as .fbx. This really limits what I can do in terms of interactivity at the moment (changing animations on a model, etc.).

I read on forums that you need to be careful about the poly count for Daz models, but it seems to work fine for me. Only problem is that the hair appears to be a child object of the model that doesn't animate. So you get a bald chick dancing away while the hair just floats in space, lol.

I'll post a build when I get a chance.

Will

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Re: Questions from new developer
« Reply #3 on: August 27, 2014, 06:50:31 PM »
With the Hair I found that daz studio content works a lot better than poser stuff, stuff like Genesis and Genesis 2 works best. Whenever I used a poser stuff I found the hair is a pain because it sat above the head.

What hair you use is important as some hair can be 100,000+ triangles which would make your frame rate drop in UE4.

Ovulating_Oculus

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Re: Questions from new developer
« Reply #4 on: September 03, 2014, 04:39:00 AM »
Any idea where I can upload a build for people to easily download it?

Will

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Re: Questions from new developer
« Reply #5 on: September 03, 2014, 05:53:01 PM »
Is this your game? http://www.reddit.com/r/oculusnsfw/comments/2fb0jy/nsfw_vr_test_build_input_needed/

Its sweet man good job with the animation the VR porn world needs more people like you!






Ovulating_Oculus

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Re: Questions from new developer
« Reply #6 on: September 04, 2014, 02:53:06 AM »
lol, yeah. If you have any tips or ideas, let me know!

Will

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Re: Questions from new developer
« Reply #7 on: September 05, 2014, 08:05:19 PM »
For the eyes one of these 2 should work. Just import the image to unity.





For the hair try this http://u3d.as/content/erik-behar/advanced-hair-shader-pack/5wQ

 

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