Blender — Oculus
Welcome to the Oculus Developer Forums!

Your participation on the forum is subject to the Oculus Code of Conduct.

In general, please be respectful and kind. If you violate the Oculus Code of Conduct, your access to the developer forums may be revoked at the discretion of Oculus staff.

Blender

paintedrealmspaintedrealms Posts: 3
I use blender a lot for 3d animation. I can design wonderful worlds using blender. Could we somehow create a development kit or plugin for blender? how would we go about taking our 3d world in blender and walking through it with our rift? can we create a step by step?

Comments

  • ConzConz Posts: 83
    Hiro Protagonist
    Blender is GPL, and the Rift SDK is not compatible with GPL :(
    http://robmyers.org/2013/04/26/oculus-rift-free-software/

    See this thread:
    viewtopic.php?f=20&t=487&p=6322
  • HoloHolo Posts: 7
    NerveGear
    Due to the license incompatibility it can't be distributed with blender itself, but a project like GameKit could very well get support.
  • yubinhydinyubinhydin Posts: 130
    Import your models, designs, etc into one of the free 3D engines, most of them come with a quick getting started tutorial, or Youtube.

    I say the Free 3D engines as most of them provide you with an SDK or source code where you can add the Oculus Support.

    Free Tools are listed here:
    https://developer.oculusvr.com/forums/viewtopic.php?f=20&t=554&p=7323&hilit=free#p7323

    and check out the https://developer.oculusvr.com/forums/viewforum.php?f=35
    section for engine support.

    Unigine Engine gives a 30 day free trial and the SDK due out soon, will have oculus already integrated to save you some work.

    regards,
    Mike
  • spire8989spire8989 Posts: 337
    Hiro Protagonist
    Alternatively, there are people on these forums who would probably be happy to quickly throw your blender models into udk or unity and make a rift version for you, its not that much work.
  • Surely we can at least create a node in the rendering pipeline to display an image properly on the Rift?
  • oooo thad be cool
  • KloppKlopp Posts: 6
    Hello!
    I love Blender and I've just got an Oculus rift, so I couldn't imagine anything else than joining them together! :D

    So I've created a little demo of what I've done : Check my repository here :
    https://github.com/gustavklopp/VirtualReality_with_PIANO

    By the way, I've connected my piano too to this :D
    Check this out! I would be very glad to see other people working with Blender and the rift!
  • DrOculusDrOculus Posts: 192
    Would it be possible to have a mutli cam set up like you have with Panocam and then video stitch it together to play in the Vrplayer?
    This option would take a fair bit of time with having to render each camera separately?

    Klopp, have you got blender running in the rift?
  • KloppKlopp Posts: 6
    Sorry, I didn't get the notification of new message :oops:
    DrOculus wrote:
    Would it be possible to have a mutli cam set up like you have with Panocam and then video stitch it together to play in the Vrplayer? This option would take a fair bit of time with having to render each camera separately?
    I didn't try it yet. I've got by the way a stereo webcam so It could be useful to try it!
    DrOculus wrote:
    Klopp, have you got blender running in the rift?
    Yes I have: see here : https://www.youtube.com/watch?v=oGIAvD9M8mk
    (live MIDI piano control inside Blender)
  • moltonmolton Posts: 388
    Hiro Protagonist
    Blender is practically Unity's 3d modeling software in use. Unity works extremely nicely with blender, you can save your blender files in your Unity project folder and when you switch back to Unity it will re-import your changes. Just get Unity free, make a new project, save your blender model in the project folder, put your model from the project view into the unity scene,import the oculus integration package, copy in an OVRPlayerController prefab to your scene where you want to start, and you're good to go.
  • I would like to be able to use my Rift inside Blender to do the modeling. That way you would get depth information from the 3D effect of the headset as you work. Something like this:

    http://i.imgur.com/sjyUWaB.png
  • KloppKlopp Posts: 6
    Hi !
    I don't think it would be an enormous problem. The trick is to code the tools inside the Blender Game Engine (the Game Engine inside Blender). (For the developers here, you can't use the BPY inside the BGE, so you must code specific tools for the BGE).
    But it's surely possible! With motivation and help from some forum like http://blenderartists.org/forum/index.php in particular ;)
  • meltsmelts Posts: 9
    I think once OpenHMD becomes DK2-comptible, it should be possible to integrate it with Blender. The rendering itself would probably have to be done using extended mode. Any OpenHMD developers on this forum?
Sign In or Register to comment.