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Trying physics-driven animation with two ragdolls. Both the local VR user avatar and the NPC avatar (which represents another user) are physically simulated This is just a start, still a lot of work to do
32,460 Aufrufe • vor 1 Jahr •via X (Twitter)
7 Kommentare

Nice. There is a simple interaction that I've thought about but is never simulated in vr, pushing a waist height drawer closed with your waist. I'd want to see if that works.

this looks amaying already, i am so curious to see where this goes! Also can i just say that you are one of the most creative persons i see on my "x" feed? :>

silly but cool

What.. what are u doing over there? ... damn that looks fun

..................woah

my one thought about it seeing this, if the player viewport gets moved because of the physics, thats instant nausea for me, main reason i can't play boneworks, if my hands touch something i get lifted up and bam I gotta abort vr

I am not moving the viewport, that's not the experience I'm going for. The plan is for the local avatar to look different in first-person than in cameras; so the head of your own avatar would move in video captures if you get pushed, while it remains immovable in first-person.
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With the scientists at Mikoverse we are doing research with jiggle physics. Here we see a scientist playing with the jiggle of another user. There are some latency that we are working through, but the potential is there. This is for education and scientific purposes only.
CodeMiko
147,408 Aufrufe • vor 2 Jahren

