$30,000 of Pro Assets (Or Game Credit) to trade for Rift VR Blueprint help/info
What I offer: I am a Character Animator (and 3D Generalist) and have worked in game companies and Hollywood for 24 years. (Activision, Warner Bros, Praxis Filmworks +++) I have an ENORMOUS Asset Library. 6,000 Motion Capture files, Millions of 3D Models, Characters,, Nearly every Evermotion library, DeEspona library, VIEWPOINT Libraries, I could even make you a custom character fully rigged with facial bones / ready for animation. . I have developed a method of creating complex facial animation using bones in 3ds Max for export, but with no Morph targets. Animating the WEIGHTED 'relative positions' of bones LIKE a morph target, using an animatable SLIDER! (One slider for a Smile, one for each Viseme / Phoneme, Blink, etc. making characters intended for games, exponentially lighter without a bunch of morph targets!!). Or music, I can create fully realistic Scores and Orchestral compositions, I have millions of sounds, samples, libraries for Digital Music generation, endless Kontakt Instrument Libraries, 6,000 preset library for MASSIVE VST, Or a Copy of OMNISPHERE? 3ds Max? I could never list everything I have I could trade. Not to mention custom Graphics, sound, Music, Characters. etc.
What I need in trade: For one of our Unreal VR Projects, we want to be able to Zero G fly like Lone Echo, ISS etc. Grab objects to hold on and push off to move,.. I found it a real good user starter template here: https://forums.unrealengine.com/development-discussion/vr-ar-development/1354452-template-zero-g-hand-movement-like-from-echo-arena-lone-echo I would like someone to , maybe ANNOTATE the Blueprints, say what does what,. how/where to edit the BP entries, maybe even make a quick video explaining what each of the nodes of the templates blueprints does, I have been unable to even find the Rift Motion Controller entry to change 'Grab' from Trigger to 'Grab' Switch!
I learn best from reverse engineering and understanding WHY things work, much better than simply learning 'how' from a book.
2) Also, how to get the 'actor' character to 'slide' with friction after hitting a wall, instead of stopping stock still, the second you hit an object, the way it is now..
We (nextWorldVR are a new, small VR Development company, we have 6 unique varied apps in production, 3 are games, 2 are high end-industry training and one is a VR Episodic Ancient Mystery Series,
Or if you just want to help to b kind, I would still be happy to give you real credit as a team member in our completed projects (2 of which are already getting much attention the industry they are in)
Thank you for your time!
Woody from NextWorldVR
Some info that might help:
1) The Flying Example supports HMD, and is related with your project. More specifically check:
Matthew Wadstein's Youtube tutorial series on blueprint nodes (WTF is... and HTF Do I... in the titles) dont cover every blueprint node but it covers quite a few and gives very good explanations of why they do what they do the way they do it.
answered Jul 13 '18 at 08:03 PM
Have you tried turning off Sweep in all your SetActorLocation (or similar) nodes? There was a suggestion given somewhere above, where you project the hit impact normal of a trace onto a plane. Did that work for you?
I know what you really want is to hand the project to someone and have them fix that one aspect of it, and hand it back. Should be simple right? It looks like all the people answering so far don't have the time to take that on just yet, so all are settling for giving suggestions and answers instead.
Does any one have a link to the forums mentioned? I'm actually not familiar with the forum either, just this AnswerHub.
answered Jul 18 '18 at 04:03 PM
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