Archive for March, 2013

Hey VR Heads!

So most of this week was spent learning how to make static meshes in Blender. Blender is complex – definitely not the “jump in and push buttons” type of program. After poking around a bit, I found a great tutorial that was highly recommended:

Blender 3D: From Noob to Pro (wikibook)

I am in the beginning of Unit 2, and I was able to put together the stuff you see in the video above. Not bad. 😀

The UDK tutorials from The New Boston are also fantastic:

The New Boston’s UDK Tutorial playlist

A lot of great knowledge and step-by-step walkthrough for the UDK Editor, Kismet, and Matinee.

Finally, I was able to get some buttons on the Hydra linked to in game actions! If you are using Craig’s source that I posted in part 3.5, you simply need to add Pawn instance functions (or whatever else you want) within the PlayerController class. A list of Pawn instance fuctions is here:

UDK List of Pawn Instance Functions

Here are some examples I was able to get working:

function RightTriggerPress()
{
Pawn.StartFire(1);
}

function RightTriggerRelease()
{
Pawn.StopFire(1);
}

function RightBumperPress()
{
Pawn.StartFire(0);
}

function RightBumperRelease()
{
Pawn.StopFire(0);
}

function RightB1Press()
{
Pawn.DoJump(true);
}

StartFire and StopFire need a byte argument (number between 0-255). What firing type each number value corresponds to is up to the weapon. By default, 0 = primary fire and 1 = alternate fire.

Other than that, I changed the AimMode variable within PlayerInput to 2, which allows the movement of the right Hydra wand to control looking around. It feels pretty nice so far. I also slapped together a Pawn file that would silence the footsteps in game. Those footsteps are loud, and ruin my videos! 😄

That about wraps it up. Look forward to the hallway getting fancier and fancier!

Excelsior,

–Bruce

Hey VR Heads!

Here is a quick video featuring the ugliest Star Trek hallway ever. 😄 The Rift dev kit is coming soon, so I wanted to make sure I had a Holodeck to walk into when it arrives. I used the UDK editor to build everything, but I think I will try using Blender to create some better art.

Excelsior,

Bruce

Hello fellow VR heads!

Not a big update this week, still tooling around with some code but haven’t made progress worth posting. However, I found a good resource if you are a newcomer to UnrealScript:

Archived World of Design UnrealScript Tutorial

Also, in order to get around the issue of WordPress screwing up quotation marks in code, I took the time to set up and figure out GitHub. You can now download the source from previous blog entries here:

CymaticSoft GitHub VRDevTutorial_2

CymaticSoft GitHub CraigDeLancyHydraSource

From now on, complete source will be posted on GitHub. Simply click on the “ZIP” button to download it for yourself!

Frustratingly, I seem to be the only GitHub user working on the Hydra in UDK. On the up side, there are a few folks working on Hydra stuff in blender, OpenGL, and other environments. Search GitHub for “Razer Hydra” and you will see.

Okay! I am going to get back to tooling around with Craig’s code, see if I can get the Hydra fully functional in the default Unreal game and begin linking the Hydra to the skeletal movement of the pawn. Oh yeah, I pledged for an Oculus Rift on the first day of the Kickstarter, so I hope to receive my dev kit soon. I will be posting unboxing and first impression vids when I do!

Excelsior,

–Bruce

Okay, more progress has been made, thanks to a couple of things:

So at this point, I am able to move my pawn around with the Hydra joysticks, tweak that movement, and verify that I am reading button presses through the console. Its going slower than I would like, but its going. More soon!