Skip to main content

Sound Emitters, Instructions, and Lighting

This week involved a lot of switching out primitive geometries for GLTF models, which led to their own set of issues such as larger file sizes, new snapping points and repositioning/resizing everything within the scenes.

I started this process with the Warehouse scene, screenshots of which can be seen below. In addition to bringing the GLTF model into a newly created warehouse.html file, I also added lights in the scene, a bright green "shipping platform", an image plane to display instructions in front of the platform, and some boxes on the shelves that will serve as spawn points for furniture pieces when the Finder clicks on them. This took ~4hrs, and I had to relay information about how the scene looked in A-Frame to Maxime since it was quite different from its appearance in Substance. On average, it currently takes about 3-5 seconds to load the Warehouse scene with all of its 3D assets and sound files.

How the Warehouse looked when I initially imported it:
How the Warehouse looks now:

I hid sound emitting sphere entities inside the red crates around the room and the warehouse fan sound plays from the ceiling overhead (~2hrs). Next steps for this scene would be to make the walls and ceiling actually "physical" so that objects cannot be thrown out of bounds.

This week I also worked on creating images for the instructions (~1hr). At this current stage, we are focused on getting only a table as a buildable piece of furniture. This includes a table top piece and four table legs. The instructions need to be simple enough to be understood without text and uncluttered (see below). The background also needs to be a neutral colour that fits in with the environment (i.e. Living Room or Warehouse) and is not the same colour as any of the furniture pieces.



Other tasks I worked on this weekend include creating the JSON file for the object templates (~1hr). This file would allow for the global use of these objects across various files. For instance, creating instances of the same pieces in the Living Room as in the Warehouse. 

For example:
{ "table": [ { "id": "tableTop", "class": "grabbable", "furniture": "tier: 0; totalSnapPoints: 4;", "mixin": "part", "scale": "2 2 2", "gltf-model": "#tableTopModel", "body": "type: dynamic; mass: 20; shape: none;", "shape__main": "shape: box; halfExtents: 0.72 0.061 0.72", "position": "0 0.09 0", "rotation": "180 0 0", "a-entity": [ { "position": "1.13 -0.08 0.73", "class": "snapPoint", "mixin": "sphereCollider", "snap-point": "snapId: 1; snapTo: 2;" } ] } ] }

As aforementioned, I also worked on importing the updated Living Room GLTF to the scene (~1.5hrs). This required repositioning the lights and sound emitter. The model at the moment is still lacking textures. I also added some "solid" walls around the room so that objects can no longer be thrown out of bounds. A screenshot can be seen below.


Comments

Popular posts from this blog

[WEEK 1] Introducing our project...

Our goal is to make a cool VR game for Design Studio 3. The main idea involves a collaborative asymmetrical experience to build furniture virtually. There will be two roles in this game: a finder (to look for furniture pieces in the warehouse), and a builder (putting the parts together). We started this project on January 22, 2020 and are currently on our first 1 week sprint of development.

Sprint 10 - Adding more boxes and lots of scripting

As the final submission draws near, lots of work has yet to be done. Due to time constraints and the lack of resources in light of recent events, we made the decision to cut down our scope by removing VR functionality entirely and focus on desktop-to-desktop connection fully. With new goals in mind, I spent the beginning of the week by adding all the boxes for spawning furniture components. To do so, I started by replacing the blue boxes we used previously with stylised boxes that match the environment better. To tell the player what each box contains, an image of the rendered component is placed on each side. The challenge here was that I wanted to avoid creating a GLTF for every single box because it would have slowed down the page drastically. The solution was to instead use a single, universal GLTF for every box and placed images on each side of the box as explained previously (~6hrs). New Warehouse Area - Added new boxes Close up of updated box - Bright colours and side

Storyboard and Physical Layout

I finished up on some graphical elements for the user interaction specification component of the proposal due this coming Friday. This includes the storyboard panels and the physical layout diagram. As I was researching Oculus Rift physical setups, I had to determine how many sensors we would need for our game. I believe that 2 sensors will be sufficient, since we do not need a true 360 degrees experience as the Builder player will primarily be focused on the 180 degree space in front of them (i.e. the fireplace, the TV, and building the furniture). Our game is not an action packed game with any running or shooting. Of course, the player will still be able to fully look around but they shouldn't have a great need to move in the other 180 degrees of space. This would also take into consideration accessibility to our game, because it costs extra to buy a third sensor (the Rift only comes with 2) as well as requiring adapters and wire extensions. I spent about 4 hours researching