I created a first version of a deformation material. It displaces the vertices based green channel of a dynamic texture, that is created during runtime. In the video you can see that I can change the texture and material with… Read more ›
After some work on the blend spaces for appropriate grip poses for arbitrary game objects it is now possible to adjust the hand pose in-game and having a look at it with a simple animation. This «look at» animation is… Read more ›
I started experimenting with blend spaces to allow the player to pick up nearly every game object and having an appropriate grip pose for it. In the video shown below you can see the «cylindrical grip» which can be dynamically… Read more ›
I have been experimenting with Unreal’s material editor to get a better feeling of the possibilities it offers. Materials will play an important role for the first approach of deformation. At this point, I also want to give a big… Read more ›
We updated the introduction with an abstract and added a page which briefly describes who we are.
In this category we are going to post all the «kind of related» and often humorous things we find during research that are worth sharing. You can also expect fun things from development like weird bugs and unexpected behaviours here… Read more ›
Evaluation of state-of-the-art VR technology for possible integration in the rage game. Shoutout to Philipp Schürch for providing the gear and location!
First draft animation to test the content pipeline of the unreal engine. This was the first step towards creating a prototype of the proposed dynamic first person animation system. The shown first person model mesh and its textures are… Read more ›