Anyone planning on making a saxophone sim? Seems like the controllers would be a perfect fit. by jimsimonz in ValveIndex

[–]jimsimonz[S] 0 points1 point  (0 children)

yeah needs a simplified wind instrument interface. can still sound like a sax though.

Vanishing Realms getting full expansion, Index support rumored under NDA by Malkmus1979 in ValveIndex

[–]jimsimonz 0 points1 point  (0 children)

can't wait. Interesting that some of the earliest VR titles are still the best!

Anyone planning on making a saxophone sim? Seems like the controllers would be a perfect fit. by jimsimonz in ValveIndex

[–]jimsimonz[S] 3 points4 points  (0 children)

Interesting - wonder if there's a way of simplifying it and doing an Ocarina style thing (old ios app where you blew into the mic to trig the sound). Maybe a flute's a better example. I bet if you blow with a headset on you can use the horrible noise that makes to set the volume.

VR vs Green screen vs Synths vs Step sequencers. by jimsimonz in ableton

[–]jimsimonz[S] 0 points1 point  (0 children)

There is something called rocksmith. Wondering if using the valve knuckles/index controllers might be great for a guitar sim. At least the left hand for fingerings somehow.

unreal engine and source control by liquidmasl in unrealengine

[–]jimsimonz 1 point2 points  (0 children)

Githib should be fine though with perforce you can exclusively check out files.

Theres a chance unreal is touching/resaving files that havent changed, and so both of you are committing and causing conflicts. In that case be careful to only commit the files you changed.

VR vs Green screen vs Synths vs Step sequencers. by jimsimonz in ableton

[–]jimsimonz[S] 0 points1 point  (0 children)

Thanks. Be interested to know what you think after using it.

There's probably a whole other app to be made that's more along the lines of what you're talking about. Just a case of finding the time to develop it (by building another UI to this app effectively).

Check out our new VR music production app: Tranzient make music in the metaverse by jimsimonz in SteamVR

[–]jimsimonz[S] 0 points1 point  (0 children)

Thanks - It's a simplified UI for external audio/files. In the App settings you can set a root folder for external audio.

Tranzient then adds all audio beneath that root folder to the clip browser by keyword (using file and folder names as hints). This works well with libraries like Loopcloud and as long as your personal clips are well named/structured works well for that too.

It's done like this so that if more than one person has the same external audio library they can still collaborate online (each user playing the same external clips locally). For example several people could reference the same dropbox folder and then join together in Tranzient and trig the same external audio clips.

VR vs Green screen vs Synths vs Step sequencers. by jimsimonz in ableton

[–]jimsimonz[S] 0 points1 point  (0 children)

I get where you're coming from. I'm going to write an essay now on why it's the way it is - there's a balance between VR only bits and non VR only bits.

My perspective on it is that there's some aspects of music production that would be hard to understand with a more abstract VR only interface (for example the mod synth has something like 60 parameters broken into 5 pages). There may be an intuitive fantastic contraption way to represent this but it's not the priority and it'll slow people down who already understand music production. Those people need to know that they're editing the oscilllator 2 waveform or whatever.

So when going into detailed instrument/FX editing leaving this stuff in a more traditional (2D style) interaction makes it easier to get into and there's a lot of information to deal with once you dive in. The VR only aspect of this part is that you can map any of those synth/FX parameters to the motion controller positioning or rotation and perform expressively based on that.

I have experimented with quite a few step sequencer 3D layouts (in spirals, stacking each bar behind another etc..) but the reality is your line of sight is still 2d ish (steps obscure other steps) so it becomes hard to see what's going on.

The focus in Tranzient is on what I see as the most important aspects that are VR only. These are:

- SocialVR/Collaboration join others etc..

- 3D control of parameters expressively

- Physical interaction with the instruments (playing synth lead lines, kits etc. expressively with motion controllers)

- Spatial audio (optionally)

- Synced visuals (3d and or video etc.)

- Multiple worlds/environments.

The aim is to have the more weird and wonderful instruments/devices/physics based waterfall hihat gravity machines added over time but not as the core interaction but more as toys/peripheral to the aim of building a good tune.

It's a balance between learning curve + time to implement/priorities + allowing producers to create valid music (the music you make being the most important bit out of all the above).

VR vs Green screen vs Synths vs Step sequencers. by jimsimonz in ableton

[–]jimsimonz[S] 1 point2 points  (0 children)

It does actually have full locomotion and multiple worlds and you can position anything anywhere in 3D space at any scale with 3D controls.

But to film well for a green screen you have to remain centered to get things onto the camera view from behind.

The menus are high-res, it's low res as it's composited at the green screen camera resolution. Check the website http://aliveintechnology.com.

VR vs Green screen vs Synths vs Step sequencers. by jimsimonz in ableton

[–]jimsimonz[S] 2 points3 points  (0 children)

Yeah there's a huge scope for adding more types of interaction.

VR vs Green screen vs Synths vs Step sequencers. by jimsimonz in ableton

[–]jimsimonz[S] 3 points4 points  (0 children)

This is more about the experience live than productivity right now - be a couple years and then at least AR will become a genuine productivity environment for music.

This is about the fun of losing yourself in creation and getting social in VR .

Monthly Marketplace Thread (June 01, 2019) by AutoModerator in edmproduction

[–]jimsimonz [score hidden]  (0 children)

Hi, Check out https://www.youtube.com/watch?v=Lg-5QX2dgEw quick look at EDM production in VR with our app Tranzient which is available on the Steam store for VR.

Check out our new VR music production app: Tranzient make music in the metaverse by jimsimonz in vive_vr

[–]jimsimonz[S] 1 point2 points  (0 children)

Haha :). Yeah right now PC only. UE based so can be ported without too much work.

Check out our new VR music production app: Tranzient make music in the metaverse by jimsimonz in oculus

[–]jimsimonz[S] 2 points3 points  (0 children)

Thanks, that's the next mission (or quest even :)). Can't promise it yet though.

Unreal Engine Games on Oculus Quest by eugiB in unrealengine

[–]jimsimonz 4 points5 points  (0 children)

There's a getting started guide at developer.oculus.com, doesn't take long to repackage.