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Miku Entertainment Sphere Stage 1.0.2 (Updated for DK2)

GrimmyGrimmy Posts: 22
edited April 2015 in Showcase
Hello!

I've updated Miku Entertainment Sphere Stage for the DK2. 8-)
Video of the old build: https://www.youtube.com/watch?v=XV9zrLqb328

EDLOT93.png

Downloads:
v. 1.0.2
Available on Oculus Share: https://share.oculus.com/app/miku-entertainment-sphere-stage
Windows 32bit (and 64bit): https://drive.google.com/uc?id=0BxAnIxpoipYGajJCRWx6RzlpNXM&export=download

Remember to rate this demo on the Share page. Thank you!

Changes in 1.0.2 version:
-Added 0.4.1 Unity integration.

Changes in 1.0.1 version:
-Near clip plane distance decreased (you can inspect the characters more closely).
-Player's height corrected (decreased by 0.1m).
-Player's eye height at beginning lowered closer to a seated height (from 1.6m to 1.1m).
-Player movement speed decreased (now same as in the old dk1 version).

Features and content are same as in the old version but I made a couple changes to the code:
-Holding 'Change height' button down now changes player height faster.
-Starting music hides the UI automatically and stopping brings it back up.
-Most of the keyboardbindings changed (old ones were overlapping with new oculus binds).
More info inside the readme file.

Testing was done with dk1 and everything worked. I made a MESS_extended.bat file for the extended mode which launches the game to your second screen (edit in notepad and change the number incase you need it on some other screen).

Tips:
-Press CTRL after launching the demo to change the game resolution (launchwindow pops up!).
-Pressing 'R' resets the cameratracking
-Pressing 'F1' toggles low persistence


Feedback and bugreports are welcome! :)
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Comments

  • dusty44dusty44 Posts: 51
    Never seen this on Dk1 but it works great on Dk2,direct to rift works and it runs 75fps no probs,like you said the second camera mode is like whoa whats happened! Tracking also works great . The models look fantastic in this demo.
  • cefylcefyl Posts: 37
    Really, the demo is great. Nothing to report, everything go fine.

    Having a free camera could be cool.

    But more than other, i'd love to know if you did that with something like mikumiku dance and made a demo with it. i ask because i'd love to have a tutorial :D
    Writer on :
    VRapps.co : All (or almost :P ) Oculus Rift Games, Apps & Movies
    EnterTheRift.fr : The French VR Community
    Community : All articles of French VR enthusiasts
  • ennikahennikah Posts: 12
    I love it !
    Thank you for this pleasant moment.
    Very beautiful with the DK2.
    Webmaster :
    VRapps.co : All (or almost :p ) Oculus Rift Games, Apps & Movies
    EnterTheRift.fr : The French VR Community
    Community : All articles of French VR enthusiasts
  • jblouirjblouir Posts: 36
    Brain Burst
    I must ask you, do you have any advice for importing the vmd model animation files to work with the models? I loved MESS and I wanted to make a new version as I didnt know if MESS would be updated or not. Now that I am halfway through getting this working I would love if you could offer any advice.

    Currently I can import the MMD models fine, but when converting the VMD motion files in unity they just dont seem to work, I followed the links you provided in the readme to get the same models and animations you used, but I am stumped!

    Any help would be amazing, I want to make a big version of this in my free time, more models and animations and such!!
  • charlie177charlie177 Posts: 24
    Brain Burst
    I love this demo, you should submit it to the Oculus Share so more people know about it ;) .
  • arbaalarbaal Posts: 5
    NerveGear
    Thx! Works great with the DK2. Did you used the build in latency tester to feed the prediction? Has unity timewarp support?
  • metulskimetulski Posts: 19
    NerveGear
    edited August 2014
    Great Work. Best DK2 demo so far :-)

    Only request from my side whoud be 'Tell the World'
  • GrimmyGrimmy Posts: 22
    Thanks for the feedback people, it's good to hear that camera tracking works!

    charlie177, metulski
    Maybe I will :)

    arbaal
    No I didn't use a latency tester, everythings on default. Timewarp is set on in the settings.

    ennikah, dusty44
    Good to hear, makes me want to get a DK2 to see it myself!

    jblouir, cefyl
    Wall of text inc.

    Looking at the stereoarts.jp the new version of MMD4Mecanim seems a bit easier to work with than my old alpha version (2013 09 13). The first pdf on the site seems to cover the importing and setting up of PMD/PMX and VMD quite well. I can't read japanese but the pictures alone explain a lot.

    If your VMD files (animations) don't work, did you do the following:
    -After getting the MMD4Mecanim file for your character, go to PMX2FBX tab, insert the VMD file and press Process.
    -Now you should have the charater with motions so drag it to the Scene.
    -Create an Animator Controller and instert it into your characters(in the scene) Animator.
    -Open the Animator Controller and drag the animation(attached to your processed char) to it.
    After that the motions should work when you press play.

    Now I need to make a warning about limitations that hit me while doing the demo:
    -A limit to how many animations a character can have is 5 or 6 depending on their length. I had to make 3 of each character to fit all 16 motions. Adding any more makes things prone to crash.
    -Max memory usage for Unity is 4GB, which I almost hit and still got many crashes(also those loadtimes, phew). That's 9 characters with 5 or 6 motions each.

    If making a bigger demo than mine, I'd suggest using a max of 5 animations for each character and making more than one Scene to lessen the weight on memory.

    I hope this helps!
  • GiradanGiradan Posts: 1
    NerveGear
    metulski wrote:
    Great Work. Best DK2 demo so far :-)

    Only request from my side whoud be 'Tell the World'
    I couldn't have said better : works perfectly fine with DK2, best demo i've played so far, i want more like this one XD
  • cefylcefyl Posts: 37
    @Grimmy

    I love you man. And really, that demo is really great, everything work fine !
    Writer on :
    VRapps.co : All (or almost :P ) Oculus Rift Games, Apps & Movies
    EnterTheRift.fr : The French VR Community
    Community : All articles of French VR enthusiasts
  • jblouirjblouir Posts: 36
    Brain Burst
    Grimmy wrote:
    Thanks for the feedback people, it's good to hear that camera tracking works!

    charlie177, metulski
    Maybe I will :)

    arbaal
    No I didn't use a latency tester, everythings on default. Timewarp is set on in the settings.

    ennikah, dusty44
    Good to hear, makes me want to get a DK2 to see it myself!

    jblouir, cefyl
    Wall of text inc.

    Looking at the stereoarts.jp the new version of MMD4Mecanim seems a bit easier to work with than my old alpha version (2013 09 13). The first pdf on the site seems to cover the importing and setting up of PMD/PMX and VMD quite well. I can't read japanese but the pictures alone explain a lot.

    If your VMD files (animations) don't work, did you do the following:
    -After getting the MMD4Mecanim file for your character, go to PMX2FBX tab, insert the VMD file and press Process.
    -Now you should have the charater with motions so drag it to the Scene.
    -Create an Animator Controller and instert it into your characters(in the scene) Animator.
    -Open the Animator Controller and drag the animation(attached to your processed char) to it.
    After that the motions should work when you press play.

    Now I need to make a warning about limitations that hit me while doing the demo:
    -A limit to how many animations a character can have is 5 or 6 depending on their length. I had to make 3 of each character to fit all 16 motions. Adding any more makes things prone to crash.
    -Max memory usage for Unity is 4GB, which I almost hit and still got many crashes(also those loadtimes, phew). That's 9 characters with 5 or 6 motions each.

    If making a bigger demo than mine, I'd suggest using a max of 5 animations for each character and making more than one Scene to lessen the weight on memory.

    I hope this helps!

    The pmx2fbx tab, is that in unity or mmd4mecanim?

    I am currently using the mmd integration in unity that converts pmx/pmd files to prefabs, but the vmd converter doesn't seem to work or maybe I'm doing it wrong, I will give the fbx stuff a go though!
  • dusty44dusty44 Posts: 51
    If you pause it and lean in to Miku's face she has a small pair of glasses inside her head.
  • GrimmyGrimmy Posts: 22
    Mac version is now up!

    @jblouir
    If you imported MMD4Mecanim files to Unity first and character files after that, there should be automatically generated charactername.MMD4Mecanim file inside the folder (according to the pictures on stereoart.jp atleast). When you click that file, you should see PMX2FBX, Material, Rig, Animations -tabs in the Inspector panel.
  • snappaheadsnappahead Posts: 2,302
    Trinity
    Win link is busted.
    i7 3820
    16 gigs of Ram
    GTX 780ti
  • jblouirjblouir Posts: 36
    Brain Burst
    Grimmy wrote:
    Mac version is now up!

    @jblouir
    If you imported MMD4Mecanim files to Unity first and character files after that, there should be automatically generated charactername.MMD4Mecanim file inside the folder (according to the pictures on stereoart.jp atleast). When you click that file, you should see PMX2FBX, Material, Rig, Animations -tabs in the Inspector panel.

    Right I understand why I am getting confused, I have been trying to use this...

    MMD for unity
    http://mmd-for-unity-proj.github.io/mmd-for-unity/

    I will try and look into using Mechanim for this
  • jblouirjblouir Posts: 36
    Brain Burst
    Grimmy wrote:
    Mac version is now up!

    @jblouir
    If you imported MMD4Mecanim files to Unity first and character files after that, there should be automatically generated charactername.MMD4Mecanim file inside the folder (according to the pictures on stereoart.jp atleast). When you click that file, you should see PMX2FBX, Material, Rig, Animations -tabs in the Inspector panel.

    Wow gosh that was easy!

    I downloaded

    MMD4Mecanim_Beta_20140730.zip

    from

    http://stereoarts.jp/

    Its a unity package, once imported it seemed to add a mechanim file automatically to the folders with pmx files.

    Clicking that brought up the interface you mentioned with pmx2fbx, I selected the vmd and hit process and it worked straight away! I can see the animation playing in a preview window, just going to work on the animation controller bit like you mentioned earlier.

    Thanks!
  • jblouirjblouir Posts: 36
    Brain Burst
    Done! Amazing how quick that was...

    First successful import with animation, and even a sound track although I think its the wrong one...

    Very excited, the animation controller worked perfectly, just created a new one, and dragged the fbx from the child of the miku prefab to the animation controller sheet and works straight away!

  • 320x200320x200 Posts: 125
    Brain Burst
    Love it! :)

    One bit of feedback, I'm not sure if this is something you have control over or not but I get the warning that I'm going outside the range of the tracking camera way early before I'm near the actual edges. Using the Oculus demo scene I get somewhere around twice the tracking volume as I'm getting in this demo.
  • MarkcusDMarkcusD Posts: 23
    Grimmy wrote:
    Hello!

    I've updated Miku Entertainment Sphere Stage for the DK2. 8-)
    Video of the old build: https://www.youtube.com/watch?v=XV9zrLqb328

    EDLOT93.png

    Downloads:
    Windows 32bit (also works on 64bit): https://docs.google.com/uc?id=0BxAnIxpoipYGN21Rd3hHVm5jb1U&export=download
    Mac: https://docs.google.com/uc?id=0BxAnIxpoipYGU2kwWG9FOXRTa1E&export=download

    Features and content are same as in the old version but I made a couple changes to the code:
    -Holding 'Change height' button down now changes player height faster.
    -Starting music hides the UI automatically and stopping brings it back up.
    -Most of the keyboardbindings changed (old ones were overlapping with new oculus binds).
    More info inside the readme file.

    EDIT: Everything seems to be working.
    (Build was done with the 0.4 unitypackage, so the cameratracking should work. Unfortunately I don't have, nor I'm planning to get a DK2 so I can't test how/if it works. :cry: )

    I'd guess that secondary cam-mode might be a bit weird with the new tracking. Testing was done with dk1 and everything worked. Using the extended mode for rift is recommended as direct to rift -mode seems to have more problems. I made a MESS_extended.bat file for the extended mode which launches the game to your second screen (edit in notepad and change the number incase you need it on some other screen). Also, remember to press CTRL after launching to change the game resolution (launchwindow pops up!).


    Feedback and bugreports are welcome! :)

    This worked great for me in direct mode. Thanks.
  • GrimmyGrimmy Posts: 22
    @Snappahead
    huh? Link should be working.

    @jblouir
    That's great! I wish you good luck in making a demo :)

    @320x200
    Does this happen in both cameramodes? If it's in the normal (1st) mode I have no idea what would cause that to happen.
  • The demo runs great for me in extended mode >75fps pretty much all the time.
    One thing is that the world blurs / smears when you turn your head. It seems like you haven't enabled low persistence (or is there a toggle option for this)?
  • darkskill wrote:
    The demo runs great for me in extended mode >75fps pretty much all the time.
    One thing is that the world blurs / smears when you turn your head. It seems like you haven't enabled low persistence (or is there a toggle option for this)?
    Toggles with F1! :)
  • IsvrG139 wrote:
    darkskill wrote:
    The demo runs great for me in extended mode >75fps pretty much all the time.
    One thing is that the world blurs / smears when you turn your head. It seems like you haven't enabled low persistence (or is there a toggle option for this)?
    Toggles with F1! :)

    Ah - much better!
    Thanks, must have accidentally hit F1 at some point :)
  • RikkTheGaijinRikkTheGaijin Posts: 399
    Trinity
    Nice demo! My only problem is that if I put in the stage more than one character, I get the annoying right-eye tearing effect present in many other Demos... I have V-sync enabled in my nVidia control panel, but it doesn't help.
    I have a very powerful system, Intel i7-4790, GeForce 780 6GB, 32GB ram, so I don't think I have performance issues..

    Any ideas? :?
  • ejz6837ejz6837 Posts: 233
    Very nice demo! Sunset lighting is the best one to use imo. If you get "camera out of range" just press r to reset the camera and enjoy!
  • GrimmyGrimmy Posts: 22
    ejz6837 wrote:
    Very nice demo! Sunset lighting is the best one to use imo. If you get "camera out of range" just press r to reset the camera and enjoy!
    Thanks! I also like sunset lighting the most :)
    Nice demo! My only problem is that if I put in the stage more than one character, I get the annoying right-eye tearing effect present in many other Demos... I have V-sync enabled in my nVidia control panel, but it doesn't help.
    I have a very powerful system, Intel i7-4790, GeForce 780 6GB, 32GB ram, so I don't think I have performance issues..

    Any ideas? :?
    Found some helpful tips here: viewtopic.php?t=11212&p=149214
    Have you tried to disable one of the monitors, disabling windows composition, or switching the Oculus driver mode?
    I hope one these helps!
  • tappatappa Posts: 47
    Looks great but gives me a terrible head hake.
    I suspect you are not using the configuration papillary distance setup.
    I don't have this problem with other demos.

    Am I the only one with this problem?
  • GrimmyGrimmy Posts: 22
    tappa wrote:
    Looks great but gives me a terrible head hake.
    I suspect you are not using the configuration papillary distance setup.
    I don't have this problem with other demos.

    Am I the only one with this problem?
    IPD is set to the same as in OculusConfigUtil. You can check the IPD ingame by pressing 'space' and if the value is wrong, pressing '+' increases and '´' or '-' decreases it.
    tiburonic wrote:
    Best DK2 demo so far.
    Any change you can add more girls ? :)
    also, reduce the near field collision?
    Importing any more stuff into this would cause it to crash in Unity 3D. :lol: I could make a new scene (level) and add more stuff there, but it'd be wiser to make a new demo with new characters and new music.
    What do you mean by 'near field collision'? Only collision is in the secondary cam mode when you touch the floor.
  • tappatappa Posts: 47
    Thanks, the problem was on my side.
    Great demo!
  • 320x200320x200 Posts: 125
    Brain Burst
    ejz6837 wrote:
    If you get "camera out of range" just press r to reset the camera and enjoy!

    Thanks! That helped my issue :)
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