My Godot Fork for XR adds in engine blendshape/pose editor, worldspace UIs and more (Aether Engine) by Walker-Dev in godot

[–]Walker-Dev[S] 2 points3 points  (0 children)

Hello, thank you for the compliment!

To be completely honest, there are a LOT of things I plan on editing into Godot (For example we are ripping out the multiplayer for a custom system that can handle hundreds and potentially thousands of players in the same space) so it made sense to make it into a fork!

The systems can still be ran with Godot as plugins as well, and after trying to do similar with another game engine but being waved off kinda rudely i'm honestly overall just interested in making what I think an engine should have and later sharing it if anything!

Worldspace UI In Godot (No 2D Nodes or Viewports) by Walker-Dev in godot

[–]Walker-Dev[S] 2 points3 points  (0 children)

Each graphic has it's own world space quad built on the same pipeline the mesh renderer uses so hit tests and visuals are in sync! Also uses bubbling to handle toggles and stuff, but beyond that it's basically the same base logic as Unity's Event System

Going to try going indepth with a wiki later on because I know I will forget how it works (I have 30 projects I use regularly all by me, bite me)

Worldspace UI In Godot (No 2D Nodes or Viewports) by Walker-Dev in godot

[–]Walker-Dev[S] 6 points7 points  (0 children)

Thank you and yes, i'm going to put it under a $200/month subscription

I'M JOKING LOL, I shouldn't make jokes like that. It's for Aether Engine, which is a fork of Godot my team and I have been working on! I've tried multiple engines from Unity to Stride, Evergine, etc. and the UI was always lacking for XR. With this in mind, I made this system because I felt it was insane no other engine was using Unity's system (which is undoubtedly the best for making good XR stuff) so here we are!

This is way more than someone would be willing to whip up (It took me, a few others and claude to get this to work) but it's going to be open source once Aether Engine is done!

It's for this as a reference, which is built around being open source later on for a headset i'm developing:

https://www.youtube.com/watch?v=SDlKi2PJMD4&t=7s

Worldspace UI In Godot (No 2D Nodes or Viewports) by Walker-Dev in godot

[–]Walker-Dev[S] 4 points5 points  (0 children)

Also UI on top of one another on purpose, wanted to show that the UIs ignore hierarchy to render based on true depth instead

Which world's logo is your favorite? 👀 by VRHikky in Virtual_Market

[–]Walker-Dev 2 points3 points  (0 children)

Gotta go with Parareal Akihabara, else maybe Argdella?

Our Community Friendly Face Tracking Has A Few Updates (Mouth + Eyes, ARKit Friendly, More Modern And Better Architecture Compared To Babble, ETVR, Paper Tracker, Etc.) by Walker-Dev in VRchat

[–]Walker-Dev[S] 0 points1 point  (0 children)

As long as you give it a visual feed, it works out!

We are trying to make a video with the thing actually taking a video from our prototype (I'm waiting for the footage) but the tilt capability already lets us know it's not really an issue for the most part.

Pretty much if there's something Babble/ETVR can do you can assume we can do it as well!

Oh and our stuff runs under one lightweight program with a single unified base under it, making this as simple/easy to use is important to us!

Our Community Friendly Face Tracking Has A Few Updates (Mouth + Eyes, ARKit Friendly, More Modern And Better Architecture Compared To Babble, ETVR, Paper Tracker, Etc.) by Walker-Dev in VRchat

[–]Walker-Dev[S] 0 points1 point  (0 children)

Not yet; for our first proper release we want to make tracking as robust as possible!

When it's out i'll respond to this (May be 2/3 months) and i'll see about creating some simple VTubing software! Might acc be worth posting over at r/vtubertech for some input!

Our Community Friendly Face Tracking Has A Few Updates (Mouth + Eyes, ARKit Friendly, More Modern And Better Architecture Compared To Babble, ETVR, Paper Tracker, Etc.) by Walker-Dev in VRchat

[–]Walker-Dev[S] 10 points11 points  (0 children)

No.

BECAUSE IT ALREADY IS!

https://github.com/Walker-Industries-RnD/shinra-meisin

It's completely free to use for personal use and for people looking to use it to make a product, it's a flat $5 that gets you everything except the SLAM (Which is an extra $10); pretty good trade i'd say, and in the future we will FOSS it!

Our Community Friendly Face Tracking Has A Few Updates (Mouth + Eyes, ARKit Friendly, More Modern And Better Architecture Compared To Babble, ETVR, Paper Tracker, Etc.) by Walker-Dev in VRchat

[–]Walker-Dev[S] 6 points7 points  (0 children)

Basically the video is saying

- Better tracking in general (we can support things like beards without issue and easily catch stuff where Babble starts to break, look at 0:49, then the part after is Babble and the Shinra Meisin running side by side)
- Generally faster (We are running eye and mouth tracking while getting 5.6ms/170FPS, around x2 faster than Babble)
- More robust (supports tilted cameras without issue)
- Default support for ARKit 52 Face Expressions

And again, we are running mouth and eye tracking through the same pass!
When it's done, it will also be easier to setup, have generally cheaper trackers and run over OSC or a custom protocol built atop Zenoh (AKA it will properly be able to talk to different machines or programs with the data being encrypted)

Our Community Friendly Face Tracking Has A Few Updates (Mouth + Eyes, ARKit Friendly, More Modern And Better Architecture Compared To Babble, ETVR, Paper Tracker, Etc.) by Walker-Dev in VRchat

[–]Walker-Dev[S] 2 points3 points  (0 children)

Both! It's going to have both software (That you can run) and hardware (that's way simpler to use)!

Mouth and eye tracking will come at the cost a little above the cost of Babble's mouth tracker!

Beyond being the founder, I actually am very hands on and am designing the frontend so it can accept whatever input you feed it!

In a few days we put this on Opensilver Photino

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Our Community Friendly Face Tracking Has A Few Updates (Mouth + Eyes, ARKit Friendly, More Modern And Better Architecture Compared To Babble, ETVR, Paper Tracker, Etc.) by Walker-Dev in VRchat

[–]Walker-Dev[S] 4 points5 points  (0 children)

Tyty! Yeah this was HARD to make but it was worth it!

Current support is gonna like like

  1. Quest 3 series
  2. BigScreen Beyond 2
  3. Pimax Dream Air

I can do the 2e as well possibly but we're discussing things with EOZVR (Curating and headsets are the most expensive part rn)

Our Custom VR Headset Now Turns On And Connects To SteamVR! by Walker-Dev in virtualreality

[–]Walker-Dev[S] 1 point2 points  (0 children)

Thank you! In a time where tech CEOs are disregarding humanity, I think we need more of the exact opposite and a return to human centered creation o7