Inset Camera Display Mode Selection
Hello Community-
I've been working with inset cameras as a method to move users around in a scene per this conversation: https://help.scopear.com/hc/en-us/community/posts/9559423230605-Authoring-for-Moving-Users-to-the-Next-Focus-Area
It looks and works really well for Standalone and Interactive modes! I really like that method, especially after the suggestion to rotate the camera using an empty!
I intended the project to work in both Standalone mode and Device mode. However, in device mode, almost all of the objects are set as Hidden because the real objects are present. Unfortunately, that makes the inset camera basically blank, and unhelpful. The inset camera doesn't work to move the user in device mode, because the camera is blank.
I don't have enough polygonal budget to be able to use Devon's helpful tip of the week: https://help.scopear.com/hc/en-us/community/posts/18237721450509
I am thinking about recording and editing video screen captures of the Interactive mode inset camera animations, then making a duplicate project for Device mode. I'd use the recorded video insets instead of camera insets. The drawback there would be maintainability; it would be cumbersome to update any of those inset videos.
Can anyone think of a simpler workaround for this situation (want to display Standalone scene in inset camera while in Device mode)?
If not, perhaps a good feature would be to add an additional Object Property to Camera objects, or a new Inset option in the UI Editor. Authors could use that property/option to choose whether the camera displays the scene as seen in Standalone Mode or as the scene is seen in Device Mode.
Thanks for any feedback or ideas!
Andy
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Thanks for your submission @...
I believe our Creative Services team can assist here. Attn Gilles Van de Sompel Devon Hartman Thanks team
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Hi Andrew,
There are a few solutions here that we can try.
1. Show the geometry during the movement phase - During the step where you're telling the user to navigate to another part of the machine, you can change the geometry from hidden to being shown for just that step. That would allow the user to follow exactly as the camera shows until they move to the next step.
2. Destination Lines - Since this is Device mode and the user has the actual physical machine they're seeing, we can think of this in a different light because we no longer need to give the user a visual representation of the machine. Another way we could guide the user specifically using Device Mode is to use guide on the ground. This can be done by using the Deformable Line objects in create to create a walking path for the user. Another way to show this could be a few copies of an animated a short and wide box as a guide on the ground for the user to follow to the destination.3. Separate Geometry Walkthrough - Using the tip you linked to above may still be achievable on a tight budget. You can run the geometry through Create's Asset Optimizer to create an iteration of a very low geometry object that you need to show. If this is being shown in an Inset then not much detail is needed since the inset is smaller.
4. Video Inset - If showing the geometry is not an option then you can create a video inset as you mentioned. This may not be the best option as the user will need to tap/click the inset to play the video as it will not auto-play. Also, as you mentioned, if there are any updates to the scene then a new video will need to be created.
I hope these solutions help. Please reach out if you need any further clarification or help.1 -
Hi Devon-
Great feedback! Thank you!
Suggestion #1 is a very straightforward solution! I normally do not display the machine in device mode because it makes it too hard for a HoloLens user to see the small features they need to manipulate (the holograms kind of block the view of the real parts). But that doesn't matter for steps where we're moving the user! Simply turning on the display of the machine during move-the-user steps seems like a clean way to do what I want. Thank you for pointing it out. I'm going to run with it!
Suggestion #2 is also quite good, with a minor drawback of the camera inset being displayed blank to device mode users.
Thanks for the reminder that video insets are tap-to-play! I had forgotten that when thinking about potential workarounds.
Also, thanks for looping in the Creative team, Precious!
Andy
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Awesome! Thanks Devon Hartman! Anytime @...😊
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