Hi Oculus VR Developers!
If you think of VR experiences you maybe think about first person experiences. Looking (without a Rift yet) at the demos which are presented here I was interested in getting a kind of "ultimate" full body awareness setup which could be used as basis for us.
I started some tests without VR in mind in which I tried a different way than usually:
standart way to achieve FBA in games:
- you are a floating camera with some body parts rendered as your feet
- your arms with items in it are most of the time a separate mesh
- to accompany the narrow fov of a monitor your arms are placed to high so you will see them rendered
This way was working quite well but I asked myself why not use a whole 3d model with animations and everything and place a camera "where the eyes are". Many issues where found, eg. to much "headbob"-camera shake due to animations and such and some more. After quite a while of thinking I found some interesting solutions for that issues and would like you to test my efforts with a Rift headset.
Be warned, I was not able to test any of these with a rift. Many glitches and input issues could be present - I am sorry for that.
fba rig with RiftInput moving your head (and parts of your upper body to accompany the headmovement). Mouse will turn your character itself.
fba rig with mouse turning your avatar and look up/down (with headmovement accompanied by upper torso movement). This could be tested without a rift
though it currently uses the stereo rift display.
there are two .zip files
How do you built FBA mechanics? Do you have better ideas how to achieve a rich experience here? I am eager to read your thoughts!