MicroStation to Unity to VR - Workflow 3

The attached PDF describes my Virtual Reality workflow and is meant to replace the two previous tutorials on this same topic. There is some new functionality but the main thing to note is that these instructions relate to Unity 2018.1, SteamVR 1.2.3, and VRTK 3.3.0.

I created a series of companion videos for the original tutorial but they are now out of date. As long as you follow this written VR Tutorial, I think those videos could still be useful as a visual aid. You can find the YouTube playlist here:
https://www.youtube.com/watch?v=-q965SGPzzU&amp=&amp=&list=PL0JBlaeAgD15fFWHx4d6bFTVR6Je9zCpl

The tutorial is split up into simple categories which in a lot of cases can be included in your project on an as needed basis.

Amongst other things, the tutorial covers:
    • Software/hardware that you will need.
    • Download and preparation of the VRTK script files.
    • MicroStation’s surface normals.
    • Creation of collision mesh geometry.
    • Exporting DGN files to FBX.
    • Creating a Unity project.
    • Adding Prefabs and Scripts.
    • Importing FBX files.
    • Adding FBX files to your Scene.
    • Lighting setup for either Realtime or Baked lights.
    • Adding Reflection probes.
    • Making objects grabbable.
    • Adding ambient sound.
    • Creating a floating menu to:
        ◦ Turn ON/OFF different models.
        ◦ Reset grabbable object position.
        ◦ Play/Stop audio.
        ◦ Exit Scene.
    • Build executable code that you can view in a VR headset.

Here’s a screen capture of my Unity environment, it might look daunting but it really isn’t all that bad. VR is truly a game changer and I urge everyone to give it a go :-)

PDF

  • Hi Andrew, 

    Great tutorial as always!!

    I see, that in the example, you work with the VRTK-toolkit. There are some very interesting tools in there.

    For the people who don't like the C# scripting, in the SteamVR examples folder, there are some standard scripts, or even a complete VR Camera, that works with the HTC-Vive controlers. Here you can just drop a script on the objects you want to grab and there you go.

    I'm curious to the new 2018.1 functionality. I wait until it's officially released (I have some projects I don't want to ruine with a beta). I saw some very impressive video's of the new render and material system. 

    Regards Louis

  •       > I see you work with the VRTK-toolkit. For the people who don't like the C# scripting, in the SteamVR examples folder you can just drop a script on the objects you want to grab and there you go.

    You see Louis, this is why it’s so good posting stuff on these forums, you pick up tips that have the potential to change your entire workflow :-) The next time I have some time to poke around the VRTK examples, I’ll definitely try and do what you suggest though I’m not sure how much customising I’ll still need to do.

          > I'm curious to the new 2018.1 functionality. I wait until it's officially released

    The beta of Unity 2018.1 is really quite stable. It took me a while to realise that the Progressive Lightmapper and the Generated Lightmap UVs were broken in Unity 2017.3 & 2017.4. I had the option of going back to Unity 2017.2 or adopting Unity 2018.1. As it’s turned out, unity 2018.1 has been a joy to use and the production release of VRTK 3.3.0 has been great too :-)

          > I saw some very impressive video's of the new render and material system.

    That does look impressive doesn’t it. I’m personally excited about the inclusion of Otoy’s OctaneRender 4.0 into Unity 2018.1. The free standalone version of OctaneRender 4.0 is coming very soon and now that Next Limit have stopped supporting the MicroStation plugin for Maxwell, I’m really excited about seeing how successfully I can get MicroStation’s FBX files into OctaneRender 4.0 :-)

  • Hello VR nerds :-)

    VRTK (Virtual Reality Toolkit) is due for a major upgrade to version 4.0 in about a month or so. In the mean time I thought I’d share my “Space 1999” VR project, all modeled with MicroStation...

    Here is the download link to the latest version: novaclade.itch.io/space1999vr

    The Command Center is a new addition but is not complete. The overall structure is in place but the furniture and computer equipment is missing. I've also moved the scale model of the Eagle to a new scene where you can interact with it in a tailor made environment.

    Here are a few images showing shots from the TV show and my 3D renders for comparison:

           

    The project is compatible with the HTC Vive, Oculus Rift, and Windows Mixed Reality headsets. To get the virtual environment running on your system:

    - Download the 7-ZIP file from the link above.
    - Unzip it somewhere onto your hard disk.
    - Turn on your VR headset and controllers.
    - Make sure that SteamVR is running as per usual.
    - Using the file browser on your desktop, double click on the “Space_1999.exe” file.
    - Put your VR headset on to view the project :-)

    + The touchpad button is used to teleport all over the scene, including up on top of objects.
    + The menu button is used to turn ON a floating menu and then OFF when you are done.
    + The trigger button is used to interact with items in the floating menu.
    + The grip buttons allow you to pick up and interact with objects.

    There are five scenes which you can access via the top row of the menu. As you explore you can:
    * Spin the globe of the Earth.
    * Pick up the model of the Eagle and containers and transfer them from one hand to the other.
    * Throw the model of the Eagle and containers up in the air (by default gravity is set to moon gravity).
    * From the menu, set the strength of gravity to either Jupiter, Earth, moon or Space.
    * From the menu, change the globe type from Earth to Moon.
    * From the menu, turn the Engine exhaust ON or OFF.
    * From the menu, change the Utility Pods (Crew, Rescue, VIP, None) on the model eagle.



    Have fun exploring :-)

    Andrew Novinc.

  • Fantastic work!

    Would love to try this in but LumenRT and Unity in the FULmax (www.fulmax.co.uk) which natively supports LumenRT has a camera plugin for Unity, but google drive link not working.

    Thanks - Max

  • Yes the Google Drive link is now obsolete. I've created a more permanent home for the "Space 1999 VR" project on itch.io. The nice thing about this hosting service is that I can do updates and the download link will remain the same.

    You can find the new download link here: https://novaclade.itch.io/space1999vr

    Cheers,

    Andrew Novinc.