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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

Profilbild von Spiritmarsrover
Spiritmarsrovervor 1 Jahr

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.

Profilbild von MayflowerZero
MayflowerZerovor 1 Jahr

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? :>

Profilbild von Konshu
Konshuvor 1 Jahr

silly but cool

Profilbild von Haru Rose
Haru Rosevor 1 Jahr

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

Profilbild von Tylyn
Tylynvor 1 Jahr

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

Profilbild von Killswig
Killswigvor 1 Jahr

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

Profilbild von Haï~
Haï~vor 1 Jahr

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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