Vive VR

I finished Penny de Byl’s ‘Beginner’s Guide to Artificial Intelligence in Unity’ course from Udemy. Actually, I’ve begun about a dozen 3D/Animation/Game Udemy courses, but Penny’s was spectacular and I’ve learned the most and enjoyed hers immensely. I will get the rest of her courses. I’ve adapted her tutorials to run in VR, which really brings them alive!

Penny’s first chapters teaches the basics of animation, as you manually calculate trajectories, and tweak parameters to get turning speeds and realistic movement, manually set up waypoints, etc. Then she teaches Unity’s built-in Waypoints and NavMesh which calculates paths for you automatically as you simply set destinations.

The crowds and flocking behavior logic were the most amazing ones in my VR world, as I gaze around my schools of fish as they flee an upcoming shark, or walk around in a crowd of Mixamo characters who politely walk around me, except for the one I put Capoeira animation on after he runs up to me!

Penny also covers behavior trees and goal-oriented action planning. Oh, and she covered how to import external models and animations, and how to get them to interact with the NavMesh animation, which was extremely useful. And the basis for what I want to learn next.

There are two other courses that I’ve spent significant time with. One is ‘The complete Unity Masterclass: Build 2d, 3d, and VR games.’ The sheer volume of material here is impressive, and the tutorials are great for people who have zero experience with Unity’s C# programming, but it wasn’t remotely VR related, so its misleading but still well done. The other is ‘Fast Animation and Rigging Techniques Using Maya 2017.’ I’m finding this one a bit laborious, but that may just be the nature of Maya.

 

Unity and Vive!

Ahh, I am having so much fun with Vive! I can now create little games and animations in Unity and view and control them with my Vive VR. I can take 360 photos and teleport around to different scenes made from these photos in Vive. This is so much cooler than plain old 3D modeling.