NokiMo
dvvr
dvvr

patreon


0.4.3 release

Bug fixes

* Fixed PMX model distortion issue

* Fixed actor scale control

* Simplified camera control

* UI updates

Comments

Thanks. Any reason you don't have a quick summary explanation of the differences here somewhere on Patreon? Not many people know to go to Github for this I reckon.

geo_gan

Here you can find explanation of different release builds & HDRP vs LWRP: https://github.com/alloystorm/dvvr#private--public-releases

VR Storm Lab

Hi, can you tell me what "LWRP private build" and "HDRP build" mean? I can't find an explanation of them anywhere here. What's the difference between them and the public build?

geo_gan

Oh also I'm not super sure. I didn't get a chance to double check this. But the track pad on the vive translation movement seems to be I guess related to your viewing direction. So pressing up moves you forward. But spin in your physical chair 180 and pressing up seems to move you backwards. I think this could have been what I was actually experiencing.

Digitrevx

I responded on the github but its hard to know exactly atm being a middle man. I don't have the model and also unsure how DVVR is converting a mmd model and what physics solution is being used. Sometimes DVVR's physics acts like spring or dynamic bone. Other times not so much so I dono. But it could be a order of operations problem.

Digitrevx

Thank you Digitrevx, I've created issue based on your input on our Github page. You are more than welcome to add additional comments over there. https://github.com/alloystorm/dvvr/issues/19 Since you are familiar with MMD model creation, I'm wondering if you can do us a favor by having a look at this issue? https://github.com/alloystorm/dvvr/issues/16 The thing is that I couldn't figure out what makes the sleeve bones to follow the arms. From the model data, it appears that there is no parent-child relationship between them and there is no rotation inheritance as well, I just don't understand how MMD knows to make the sleeves to follow arms. It would be awesome if you give us some hint. Thanks.

VR Storm Lab

Couple issues with the vive. The first easy one is all the directional controls are reversed for the translation controller. The rotation and up and down movement seems to work fine in your private build. I hit bottom of track pad and go forward. The other issue seems to be related to if one of your controllers is not powered / seen / or detected at the time of loading a new character model the menu will be stuck with the character select window. You will not be able return to play menu. I'm not sure if its related to loosing the other controller's imputes forever at that point or what. I thought at first it was models that were breaking the app. But it seems to be more related to you gota be very very sure when you started the app you have both controllers and they are always in front of you and on at all times. And it seems to be very picky btw. I have to restart DVVR a few times to find the right combo of turning on controllers before or after the app launches to get both on.

Digitrevx

Could you elaborate what exactly was the issue with Vive wands? We don't have a Vive system at hand so can't really verify but we'd love to support all VR controllers if possible. Previously we managed to fix Index controller issue without a device so I'm confident that we can also support Vive if we have enough information. And thank you very much for the suggestion on UX & demo content. We are constantly improving the UI with each release, but that's not first priority comparing to other feature work at this stage. As of the demo content, the reason we are not including any sample model & motion is to avoid copyright issues. I guess once the project reach a certain scale we'll be able to purchase or commission some content work as startup content. Thank you again and please stay tuned for our future improvements

VR Storm Lab

Kinda wondering does this even support normal vive wands. The controls are just everywhere and I can't get back to the default menu after selecting a character. It would also be good if your app came with a demo folders set up to add your own content since it comes with nothing and every user be greeted with that issue immediately. Ideally there is at least 1 demo model and motion to start with. So far the user experience feels really R&D. I can't really get much further to see what your has to offer other then that.

Digitrevx


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