After Effects
More info here
Design in TurbodCAD, export collada to trueSpace and finally export collada to the Godot game engine.
Publish to WebXR for a true to scale space that can be experienced in VR.
Use the house wizard to start the house
Export
export cabinetry and appliances from symbols library as collada files.
unofficial patched version plus extra scripts
Unofficial trueSpace Updates - https://www.united3dartists.com/forum/viewforum.php?f=55
UV all add generic flattened uvs
Collision Script add bounding box based collision mesh to selected object, tool creates Godot and Unreal compatible collision meshes
Import the Collada file
if materials already established:
for each material:
Import symbols
Add collision meshes - including basic ground and any ramps or standable items
can also add collisions in Godot via the Mesh button that appears center top of the 3d view when a scene mesh is selected.
https://docs.godotengine.org/en/stable/getting_started/workflow/assets/importing_scenes.html
more collision options including -convcol postfix => add mesh shaped convex collision as child in scene, mesh name in scene will not have the "-convcol" postfix
a torus mesh will have 4 convex shapes assigned to it
with -col postfix the triangles of the mesh will be copied and used for collision. Note objects should have unique names before the postfix is assigned.
tS dae exports invisible objects, -noimp postfix can prevent import into godot scene.
tga files will retain transparency exported from tS, so want tga in tS and use tga when copy textures on dae export
note: DefaultTexCoordShader does not export to collada in any standard way
scale the uvs in godot material
emission material need to set color to black or change operator from Add to Multiply
need power of 2 textures for performance
too shiny materials set roughness to 1
TODO - steps to setup Godot for WebXR, links and notes + 1 button script move/look
final result everything is great in oculus rift s, scale good, normalmap looks good
cardboard good, normalmap not as nice as oculus
Material Utilities - Fix Shiny will check for a default model shader specular color equal to the color shader and change it to gray 16
FPS preview
Godot WebXR will start at (0,0,0) facing in tS +Y direction(Godot +Z)
requires newer versions that include WebXR feature
How to make a VR game for WebXR with Godot
import first dae and first open with "New Inherited" option - cannot find any good info on this option. Several say don't ever do it then others do it all the time. Seems to work so I'll join the do it all the time camp.
Anti Aliasing:
project settings > rendering > quality > Use Fxaa
result looks better
WebXR only works from HTTPS! - vscode https:
ssl for visual studio code https serving (rough notes):
openssl already installed via git bash
windows bug need winpty ahead of openssl command
https://gist.github.com/RagedUnicorn/6379aec82d8f333a8a2220ac7a1931a6
winpty
https://www.akadia.com/services/ssh_test_certificate.html instructions to create ssh_test_certificate
winpty openssl genrsa -des3 -out server.key 1024
pass password goes here
now have new file server.key
winpty openssl req -new -key server.key -out server.csr
now have server.csr file, note: challenge password and company name left blank
openssl x509 -req -days 365 -in server.csr -signkey server.key -out server.crt
now have server.crt file
move the server files(server.key, server.csr, server.crt) into Programs/https/ so can use anywhere
have ssl files in c:\Programs\https
create folder ".vscode" in the folder
create "settings.json" inside it
set content of the file
{ "liveServer.settings.https": { "enable": true, "cert": "C:\\Programs\\https\\server.crt", "key": "C:\\Programs\\https\\server.key", "passphrase": "password goes here" } }
WebXR Emulator Extension for both Chrome and Firefox.
Firefox is not complete(has issues with controller buttons) for WebXR, Edge is better
for oculus rift the guardian must be set to see at proper height
Custom Google Cardboard code - root node script
look mode in the code, press button to toggle look and walk modes
cardboard button = select event id=3 get Select Start, Select and Select End
I have the ARVROrigin inside a KinematicBody with CollisionShape Capsule 1.752(5'9") tall, 0.5wide(0.25r)
any way to set the height? - default 1.6m standing how sit?
parent the ARVROrigin inside a spatial and use it to adjust the height relative to 1.6m above ground
currently can move forward backward left and right by tilting the head or by using the left oculus joystick controller
inside tS export dae to a folder with copy textures option then copy the folder into the godot working folder
open and inherit to make godot scene and add into the main scene
transparency works in the web browser but too much would be bad for performance
Spacial material transparent flag works but back face color is white, unshaded works better, maybe lighting issue?
tS inputbitmap usage used in collada export DIFFUSEMAP, NORMALMAP, ALPHAMAP
close godot scene before reimporting collada file changes