Recently we had the opportunity to play with two Valve/HTC Vive headsets and controllers so we opted to experiment a bit for a few days.
Since I strongly believe the Virtual Reality revolution needs a social element in order to become more than just a hype of we implemented the following things to play with:
– multi user collaborative experience
– interaction with virtual objects using Vive’s hand controllers
– implemented using two (networked) machines running Unity
– build it so it works when users share the same physical space (like in this example)
– but also works when users are in different places with access to a (5 Mbps) internet connection
“He-Man vs Skeletor”
A short animation film by Hethfilms and Heiko Thies, captured with Brekel Pro Body v2.
These guys were clearly having fun!
Microsoft has awarded me with the MVP (Most Valuable Professional) title as an appreciation for my work with the Kinect v1.x and v2.x SDKs.
In practice this means I’ll be active in forums/social media/email and will answer your questions like I’ve always done 🙂
But it’s very nice to feel the appreciation from the cool folks at MS that gave the world these innovative tools in the first place!
Had a great chat about Motion Capture, Kinect, depth sensors and the Sweetie project with the guys from “All Things 3D”
Check out their many other great podcasts here:
Well that’s correct, I’ve written the MotionBuilder plugins for them 🙂
In case anyone wants to meet up at IBC next week, as usual I’ll attend this:
(pub also accessible for non-fxphd members btw)
And how Rare is using it in their upcoming “Kinect Sports Rivals” game:
They were done by Joseph E McPeek from Truebones Motions, you can find him at www.truebones.com
Just created a page collecting all the Kinect 2 details, specifications and observations coming from the latest announcements of the Xbox One console.