Showing posts with label VR. Show all posts
Showing posts with label VR. Show all posts
Sunday, 9 April 2017
Adaptation B: Body Variations #3 - After Effects Motion Blur Test & Sketchfab Models
After I rendered out a short animation of the models I made using a Flare Deformer, I decided to try out the 'Pixel Motion Blur' effect in After Effects. I quite like the results when compared to the version with no motion blur. I didn't render the animation out of Maya with any sort of motion blur, and I think this could be a good option to reduce render time within Maya and to allow me greater flexibility with what images I render out of Maya. I also uploaded some models to Sketchfab, deformer animations don't work with Sketchfab so I wasn't able to bring in the animated version. Since I think only animation on joints work in Sketchfab, using a cache didn't work either... but I thought they looked interesting so I wanted to give people the opportunity to move around the models and/or view it in VR.
Sunday, 2 April 2017
Adaptation B: VR/360 Video Test Using Distorted Models #1
After figuring out how to use Domemaster3D to create VR/360 videos, I wanted to test it out using my models. I quickly went into Audition and broke up the piece of audio I've been using into four sections, so each models movement is different. I then put them in a circle around the centre of the scene and followed the same process as I did in the previous post.
The thing I struggled with was not really knowing how to scale my models or if they would be too far away or too close (in this case I think they were too close). It would be nice to be able to playblast results, I think I saw another file on the same website as Domemaster3D where there may be a way to playblast it so I'll have a look. I might start changing around my models now, so instead all of their body parts being animated in the same way (for example, the foot's translate X or Y being affected, or the shoulder's rotates are being affected) I might swap them around (so some models legs only rotate and maybe the arms translate) so it varies.
The thing I struggled with was not really knowing how to scale my models or if they would be too far away or too close (in this case I think they were too close). It would be nice to be able to playblast results, I think I saw another file on the same website as Domemaster3D where there may be a way to playblast it so I'll have a look. I might start changing around my models now, so instead all of their body parts being animated in the same way (for example, the foot's translate X or Y being affected, or the shoulder's rotates are being affected) I might swap them around (so some models legs only rotate and maybe the arms translate) so it varies.
Saturday, 1 April 2017
Adaptation B: VR/360 Video Tests using Domemaster3D
For a few days now I've been watching an array of tutorials about how to directly render out a 360/VR video out of Maya. I struggled to find something that exactly met up with the software I had access to, some tutorials used Arnold instead of Mental Ray, software like Nuke, 3DS Max, or game engines like Unity or Unreal which I have no experience with. However, I found a few tutorials that I thought were useful and I thought I'd try combining a bunch of different things that I watched to try and accomplish the same outcome.
I used Domemaster 3D to get cameras into Maya that would render two separate images which is used for the two lenses in a VR headset such as Google Cardboard. I had to make sure I rendered it in a 2:1 ratio because of how I would stack them together in After Effects later on. After that rendered out, I brought both the left and right renders into After Effects, and put the Left view on top of the Right view to make a 2048 square video. I tried exporting it in two different ways: one using Media Encoder and selecting the 'Video is VR' box then 'Stereoscopic - Over/Under' because that was the type of camera I used/how I put the video together in After Effects (VR/360 Video Test #1). I didn't render out of Maya at super high quality because it was just a quick test but make sure you have the option set high on Youtube/Vimeo. Also, even though the thumbnail looks deceiving because it's split, Test #1 worked.
This essentially injected the video with VR metadata that is read by Youtube/Vimeo to then play the video as 360 or VR if you are watching it on your phone or other VR device. I also exporting the video without that 'Video is VR' option (VR/360 Video Test #2) then using Spatial Media Metadata Injector to inject the metadata into later. However, this did not seem to work (I probably did something wrong) but using Media Encoder seemed to be a simpler way anyway. I also uploaded my successful test to Vimeo to ensure it worked on there as well.
I used Domemaster 3D to get cameras into Maya that would render two separate images which is used for the two lenses in a VR headset such as Google Cardboard. I had to make sure I rendered it in a 2:1 ratio because of how I would stack them together in After Effects later on. After that rendered out, I brought both the left and right renders into After Effects, and put the Left view on top of the Right view to make a 2048 square video. I tried exporting it in two different ways: one using Media Encoder and selecting the 'Video is VR' box then 'Stereoscopic - Over/Under' because that was the type of camera I used/how I put the video together in After Effects (VR/360 Video Test #1). I didn't render out of Maya at super high quality because it was just a quick test but make sure you have the option set high on Youtube/Vimeo. Also, even though the thumbnail looks deceiving because it's split, Test #1 worked.
This essentially injected the video with VR metadata that is read by Youtube/Vimeo to then play the video as 360 or VR if you are watching it on your phone or other VR device. I also exporting the video without that 'Video is VR' option (VR/360 Video Test #2) then using Spatial Media Metadata Injector to inject the metadata into later. However, this did not seem to work (I probably did something wrong) but using Media Encoder seemed to be a simpler way anyway. I also uploaded my successful test to Vimeo to ensure it worked on there as well.
Friday, 31 March 2017
Adaptation B: Sketchfab Animation Test
I managed to figure out how to upload my animated model to Sketchfab. It's only a small portion of the full animation but I wanted to be sure that it worked before trying to export a larger file. Now that I know this works I might try smoothing the model more, see if I can get a more skin-like texture to work, and possibly see if I can add some motion blur (but I'm not sure if this is possible on Sketchfab). This, like all my other previous Sketchfab posts, can be viewed in VR.
Labels:
Adaptation,
Adaptation B,
animation,
Sketchfab,
VR,
Year Two
Wednesday, 29 March 2017
Adaptation B: Group Sketchfab Test
I decided to upload the group of models into Sketchfab. Unfortunately, the skin material could not be imported into Sketchfab, I'm not sure if it possible to do that or not but I tried to make do with what I could make within the 3D editor on the website. This can be viewed in VR, but again it is not animated (the original scene was not animated).
Friday, 24 March 2017
Adaptation B: Post Pitch Reflection
I'm quite happy with how the Pitch went, I was somewhat nervous how my project would be received at first since I find it sometimes difficult to explain due to my personal connection to it. However, I think I did an alright job explaining it and people seemed to be interested in it. I was surprised to get some of the feedback that I have in regards to already sort of 'being there' with my ideas. I'm excited to progress and see what else I can do to it to make it more 'pure' to the meaning behind it all. I first plan to go back into the file where I made this broken figure to see what rotates/translates I connected the Audio Wave Node to and what other settings I put onto it.
I was told to have a look into what sounds I'm actually plugging into my models. I was originally turning my old artwork into sound but I've been directed to try and find a pure/true sound to match the sort of theme around my generic, 'perfect' female body that I've broken. I've been thinking about different sounds that cause me to become anxious or have panic attacks which consequently alters my mood and causes my body dysmorphia to flare up worse than normal. I think over the next few days I'm going to make a list of these then I'm going to put myself in these situations - despite it being obviously uncomfortable for me - and record the audio to plug into my models. I think this will be an interesting process and add another layer of meaning to my project.
It was also suggested to me to instead of applying decorative textures onto my models (because that is me forcing an aesthetic upon them when I shouldn't be), maybe I could apply a realistic skin texture to them. I'm very interested in doing this because if I'm able to make these broken mannequin-like figures have realistic human skin on them, I think it'll enhance the uncanny effect. I think it'll also further exhibit the idea that people with body dysmorphia (from my experience at least) are somewhat disconnected to their physical bodies. I think it'll make the broken models more accurate to what I'm doing and hopefully provoke the emotions in the audience that I'm trying to do.
I also am going to being really looking into VR more. I'm a bit concerned with what I can do in the time given...I'd like to try and use Unity because from what I remember with my conversation with JJ, I'd be able to script certain things to trigger (such as sound effects or a model moving/remaining static) depending on where the person is looking. However, I know that models must be made in a specific way for gaming so I'm unsure if the model I have downloaded is fit for this purpose or not and if not I'm unsure if I'd have time to model one of my own along with what I want to do with sound and texturing. I know I can use Sketchfab for VR as I've been doing that I'd just need to figure out how to animate things if I wanted to do that. I've also been searching for other alternate options to Unity I could do to render out a VR animation in Maya which I may do some quick tests with soon just to see how it works. I also know that Vimeo recently came out with VR/360 video compatibility like Youtube and (I think) Sketchfab has recently enabled a direct from connection from Unity to Sketchfab.
Overall, I'm happy with how the Pitch went and how my project is going. I think I will need a tutorial soon to help out with some technical things such as possibly using something to plug the Audio Wave Node into to give more varied results, how to create realistic skin, and what I should/could do for VR.
I was told to have a look into what sounds I'm actually plugging into my models. I was originally turning my old artwork into sound but I've been directed to try and find a pure/true sound to match the sort of theme around my generic, 'perfect' female body that I've broken. I've been thinking about different sounds that cause me to become anxious or have panic attacks which consequently alters my mood and causes my body dysmorphia to flare up worse than normal. I think over the next few days I'm going to make a list of these then I'm going to put myself in these situations - despite it being obviously uncomfortable for me - and record the audio to plug into my models. I think this will be an interesting process and add another layer of meaning to my project.
It was also suggested to me to instead of applying decorative textures onto my models (because that is me forcing an aesthetic upon them when I shouldn't be), maybe I could apply a realistic skin texture to them. I'm very interested in doing this because if I'm able to make these broken mannequin-like figures have realistic human skin on them, I think it'll enhance the uncanny effect. I think it'll also further exhibit the idea that people with body dysmorphia (from my experience at least) are somewhat disconnected to their physical bodies. I think it'll make the broken models more accurate to what I'm doing and hopefully provoke the emotions in the audience that I'm trying to do.
![]() |
| Art by: Ron Mueck, Xooang Choi, Evan Penny, Jamie Salmon, and Sam Jinks |
I also am going to being really looking into VR more. I'm a bit concerned with what I can do in the time given...I'd like to try and use Unity because from what I remember with my conversation with JJ, I'd be able to script certain things to trigger (such as sound effects or a model moving/remaining static) depending on where the person is looking. However, I know that models must be made in a specific way for gaming so I'm unsure if the model I have downloaded is fit for this purpose or not and if not I'm unsure if I'd have time to model one of my own along with what I want to do with sound and texturing. I know I can use Sketchfab for VR as I've been doing that I'd just need to figure out how to animate things if I wanted to do that. I've also been searching for other alternate options to Unity I could do to render out a VR animation in Maya which I may do some quick tests with soon just to see how it works. I also know that Vimeo recently came out with VR/360 video compatibility like Youtube and (I think) Sketchfab has recently enabled a direct from connection from Unity to Sketchfab.
Tuesday, 21 March 2017
Adaptation B: Audio Wave Node Test #11 - Animated Paint Effects
I applied a third audio clip to my model, but once again they're all popping into similar positions and they look the same so I decided I wanted to try something else. I wanted to see what I could do with Paint Effects by applying them to curves that I attached to the model. I could have had the shapes grow up/down the curve but for this test I chose to attach the Audio Wave Node to its 'Global Scale' after I converted the Paint Effects to polygons. I think it can be interesting to explore this more, but I definitely need something else to randomise my scenes. In my video of the crystals, I slowed it down a lot so it is more easily seen and less jumpy but it may seem sort of laggy so I apologize for this.
Monday, 20 March 2017
Adaptation B: Audio Wave Node #10 - Animated Joints & Texture + Sketchfab/VR
For this model I used the same image, but a different file type, to create a new piece of audio. I'm definitely finding that I'm getting very similar results, but I'm trying to use different rotations, starting positions, and samples/scale on the audio wave node to add some variation. I think I need to start finding out different ways of driving the model or at least ways of making it more varied. To make it more interesting I wanted to try a different texture with a normal and specular map so I could animate that moving as well using a second Audio Wave Node. I am quite enjoying how the still renders come out. This model can also be viewed in VR using Sketchfab (I put back on the same texture as the previous test for this because the crackle texture came out very low quality looking).
Saturday, 18 March 2017
Adaptation B: Audio Wave Node Test #9 - Sketchfab & VR
Now that I have finished up my Dissertation Proposal, I wanted to return to my Adaptation B project and continue experimenting with the Audio Wave node and making sounds using my old artwork. I took one of my old paintings and saved out 5 different types of file (jpg, png, psd, tga, tiff) so I had different sounds for the same picture. My plan is to create 5 different distorted models using these. So far I have only used one, but I also wanted to try uploading it to Sketchfab. I've set it up so that the model can be viewed in VR now. So, if you have Google Cardboard or something similar, download the Sketchfab VR app and you can view my model in VR...I think I got the scale correct.
Unfortunately I still have been unable to figure out how to export my model as an FBX with animation attached to it successfully for Sketchfab, so the model doesn't do its animation but I'll figure it out eventually. I plan on putting all 5 models in one scene once they are completed, I'll then upload all of them in one file on Sketchfab to then see how it looks in VR (if it makes people feel uneasy, or what people think of it in general). During my research for my Dissertation Proposal, I found quotes that I felt related to my project so I wanted to share them.
"The uncanny is that species of frightening that goes back to what was once well known and had long been familiar." - Sigmund Freud, The Uncanny
"E. Jenstsch singles out, 'doubt as two whether an apparently animate object really is alive and, conversely, whether a lifeless object might not perhaps be animate'. In this connection he refers to the impressions made on us by waxwork figures, ingeniously constructed dolls and automata. To these he adds the uncanny effect produced by epileptic fits and manifestations of insanity, because these arouse in the onlooker vague notions of automatic - mechanical - processes that may lie hidden behind the familiar image of a living person." -Sigmund Freud, The Uncanny
I also spent some time trying to fix some errors that came with this model (which was a free download I found here). I found there were some strange errors in the feet/shin...the feet were parented to the main control instead of the shin. I was able to fix this quickly so now the legs work properly...I'm not sure if the rig was like this to start with (there were keyframes on the joints when I downloaded it) or if something I did messed it up in my original file when I converted it...but it is all sorted now.
Thursday, 23 February 2017
Adaptation B: Virtual Reality Options
Today I met with JJ, a tutor from the Canterbury campus who has experience with Unity and Virtual Reality. I found this very useful, and I've done my best to jot down notes about the different things we discussed. I was happy to learn that the majority of my pipeline would remain in Maya, which is obviously what I am more familiar with. However, I also learned that the remaining work that would need to be done in Unity would also most likely need to be done with the computer that is attached to all of the VR equipment or else I'd be bombarded with errors and be unable to work properly.
I've learned that for the Vive, I'd need to download the SteamVR Plug-in, would give me access to the asset store. This would help me with dropping in the right controllers/cameras instead of the default cameras to allow head movement (apologies if I get any of this wrong or if I word it poorly). It would also give me access to different scripts that would let events such as sound effects (which is important and needs to be created as 3D sound) be triggered based on where the viewer is looking. This is similar to how it would work with Cardboard as well only it would be the Google VR SDK for Unity instead (and I'm guessing if I made VR for Cardboard that would avoid the issue of needing the specific computer and kit all attached since it's not for the Vive headset).
Since further investigation is needed in regards to the VR equipment at the Rochester campus, it was also suggested that I perhaps simplify my idea down in terms of technology and try to make something for Google Cardboard rather than the Vive at least for tests. After this meeting I went and I downloaded the Sketchfab VR app on my iPhone and tested that out as well. Both animated 3D models and 3D environments are available on Sketchfab and I think it was useful for me to return to my Goji headset to look at this option rather than immediately diving into the Vive. Unfortunately, my iPhone is small (SE) so it wasn't as spectacular as it probably would have been using a larger phone.
I've tried to think of pro's and con's of both making a VR animation for the Vive and for Cardboard. I admit part of me is more drawn to the Vive because I feel it'd be more immersive and a higher quality experience. However, there may be issues with the equipment available to me at the moment and I'd need to plan on times to work on that specific computer. I also know that less people would have access to viewing my animation if it was made for the Vive rather than the Cardboard due to the cost and accessibility of the Vive in comparison to Cardboard. For Cardboard, I don't feel it'd be as immersive of an experience but would get the idea across. This is mostly because according to what I have read in VR UX and what I have heard in tutorials on Lynda.com, the field of view and resolution in the Cardboard is quite a bit less than the Vive (the Vive has more vertical screen space while the Cardboard is limited to widescreen).
Basically, despite the difficulties and perhaps having a smaller audience, I'd prefer to create something for the Vive since my project's topic is important to me and I'd like make it as immersive as possible. To me, having it made for the Vive would make it more impactful and higher quality, despite the added amount of difficulty.
However, I'm wondering if perhaps for this project I could test out the pipeline of using Maya then Unity to make a VR experience for Cardboard first...and perhaps as I bring it on for my third year I could alter that and use what I've learned to make it for the Vive if everything works. Apologies again if I said anything incorrect, I don't claim to completely understand the process but I'm trying my best to understand it better. Feel free to correct me.
I've learned that for the Vive, I'd need to download the SteamVR Plug-in, would give me access to the asset store. This would help me with dropping in the right controllers/cameras instead of the default cameras to allow head movement (apologies if I get any of this wrong or if I word it poorly). It would also give me access to different scripts that would let events such as sound effects (which is important and needs to be created as 3D sound) be triggered based on where the viewer is looking. This is similar to how it would work with Cardboard as well only it would be the Google VR SDK for Unity instead (and I'm guessing if I made VR for Cardboard that would avoid the issue of needing the specific computer and kit all attached since it's not for the Vive headset).
Since further investigation is needed in regards to the VR equipment at the Rochester campus, it was also suggested that I perhaps simplify my idea down in terms of technology and try to make something for Google Cardboard rather than the Vive at least for tests. After this meeting I went and I downloaded the Sketchfab VR app on my iPhone and tested that out as well. Both animated 3D models and 3D environments are available on Sketchfab and I think it was useful for me to return to my Goji headset to look at this option rather than immediately diving into the Vive. Unfortunately, my iPhone is small (SE) so it wasn't as spectacular as it probably would have been using a larger phone.
![]() |
| Sketchfab VR |
I've tried to think of pro's and con's of both making a VR animation for the Vive and for Cardboard. I admit part of me is more drawn to the Vive because I feel it'd be more immersive and a higher quality experience. However, there may be issues with the equipment available to me at the moment and I'd need to plan on times to work on that specific computer. I also know that less people would have access to viewing my animation if it was made for the Vive rather than the Cardboard due to the cost and accessibility of the Vive in comparison to Cardboard. For Cardboard, I don't feel it'd be as immersive of an experience but would get the idea across. This is mostly because according to what I have read in VR UX and what I have heard in tutorials on Lynda.com, the field of view and resolution in the Cardboard is quite a bit less than the Vive (the Vive has more vertical screen space while the Cardboard is limited to widescreen).
![]() |
| VR Headset Comparison |
Basically, despite the difficulties and perhaps having a smaller audience, I'd prefer to create something for the Vive since my project's topic is important to me and I'd like make it as immersive as possible. To me, having it made for the Vive would make it more impactful and higher quality, despite the added amount of difficulty.
However, I'm wondering if perhaps for this project I could test out the pipeline of using Maya then Unity to make a VR experience for Cardboard first...and perhaps as I bring it on for my third year I could alter that and use what I've learned to make it for the Vive if everything works. Apologies again if I said anything incorrect, I don't claim to completely understand the process but I'm trying my best to understand it better. Feel free to correct me.
Tuesday, 14 February 2017
Adaptation B: Possible Project Outcome, VR Research & Unity
After my tutorial today I was able go to away and find some more information about Unity, which will probably be part of how I make my animation for VR. I'm not quite sure how to use Unity, but I'm hoping that if I go to visit the VR studio at the UCA Canterbury campus, I'll get some pointers. I'll also begin looking at Lynda.com for any videos along with any information on the Unity website about how to use it and how to create VR. Luckily, Unity is offered as 'Personal' for free, so I've already downloaded it. Depending on how all of this works may change the outcome of my project but I hope that I will be able to still continue with my idea of creating something in VR. At the moment, I think I hope to produce some storyboards suited for VR, environment/creature designs, tests in VR, and anything else I can accomplish during this time. I also plan on doing the Lighting & Rendering tutorials along with at the very least a portion of the Games Modelling tutorials, although this may change once I learn what I'd need to create something in VR. I found a few useful links and books in regards to VR creation, Unity, and storyboarding for VR.
![]() |
| https://unity3d.com/learn/tutorials/topics/virtual-reality |
Labels:
Adaptation,
Adaptation B,
Research,
Unity,
VR,
Year Two
Saturday, 14 January 2017
Adaptation B: Virtual Reality Research I
I decided to have a quick look at how to render things in Maya for VR and 360 videos. I've discovered a few plug-ins that may be helpful for me and I have to look into them further to see if they cost anything or not. Some tutorials use Maya 2017 but from some searches I've done it appears it'd work in 2016 too but I'll look further into that just to be sure. Unfortunately I've also discovered that Vimeo would not support a 360 video but Youtube does which is a shame but this may change in the future anyway. I'm going to look closer at these links/videos, search for some more, and look into the different plug-ins. I've also included a few 360/VR videos and animations that I have found. If anyone has any information or anything in regards to making a VR animation in Maya please let me know, I'd appreciate it.
![]() |
| https://sbanimation.com/tutorial-on-how-to-create-a-virtual-reality-video-in-maya-for-the-oculus-rift/ |
![]() |
| http://elevr.com/cg-vr-1/ http://elevr.com/cg-vr-2/ http://elevr.com/cg-vr-3/ |
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