Shink effect for VR Character
I am currently trying to implement a shrinking effect for my VR Character (Oculus Rift). My player is normally in normal size and shall have the ability to shrink itself to a small, ant like size. So I tried using "Set World to Meters Scale" and it seemed to work, but I guess it has a limit in size, whenever I go below 0.1 I get rendering issues. So I thought about scaling the whole world by 10 and setting the default Meter scale to 1000. This works but now I have a problem with positional tracking when the player is shrinked.
My player is driving in a "cart" and here the problems begin. In normal state, everything is ok, also positional tracking of the HMD looks good. But after shrinking (setting World to Meters Scale to 0.1) positional tracking doesnt seem to work and also my "cart" doesnt scale corretly. I tried scaling it manually together with setting World to Meters Scale but still my player cant lean "outside" of it.
Just shrinking the Character doesnt seem to work, since then I get huge stereo rendering problems like images are too far apart so you instantly get headaches.
Is there a better way to shrink a VR player than using "Set World to Meters Scale", which keeps positional tracking working and is able to shrink to very small sizes?
asked Jul 28 '17 at 11:52 AM in C++ Programming
I don't think setting something so globally-affecting as the World to Metres scale would really yield any positive results; I'd really expect things to go wrong with the simulation itself. However it sounds like the character shrinking angle may be the most "pure" approach in simulating the scenario within the engine and I'd expect could therefore yield the best results.
The stereo artefacting: could this be because you need to adjust the inter-pupillary distance (IPD) of the player's eyes to a reflective value for your shrunken character? If you're 20cm high, but still have eyes that are 7cm apart, things would look weird.
I'd recommend playing around with SetInterpupillaryDistance on the HMD interface. Consider scaling it by the same ratio as you've scaled your character (so that if your (human) player has an HMD profile set up with a real-life IPD, this is reflected when shrunken.) A change to this setting should be required when "shrinking" as quite literally something that was close-by instead becomes relatively far away when you're small; your eyes need to reflect that change.
I'd be really interested in how it goes.
answered Jul 28 '17 at 08:36 PM
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