v21’s avatarv21’s Twitter Archive—№ 35,697

        1. just watched that Unreal VR vid (lorenschmidt.itch.io/dungeon-decorator), and suddenly i have THOUGHTS about VR editor design. okay:
      1. …in reply to @v21
        first off : floating gizmos attached to your hands? grabbing with laser pointers? why not make things much more physical?
    1. …in reply to @v21
      you don't need grid alignment, move-along-x-axis. just grab and move. and maybe optional gravity instead of floor snapping.
  1. …in reply to @v21
    mainly, though: why is it at that scale? why isn't it a dinky little tabletop scene, with a "warp here and look about" tool?
    1. …in reply to @v21
      the sensors are accurate enough and your arms won't get so tired. you can have the overview, eye up alignments etc much easier.
      1. …in reply to @v21
        and you can make the tools exist in the space, make them discoverable. a scale wand, a grab wand, a texture wand, a spawn wand.
        1. …in reply to @v21
          (shortcuts on the controllers, too - but an endless drawer full of models would be nicer than a virtual iPad of rendered previews)
          1. …in reply to @v21
            i totally know why you'd do it this way first, and can feel the pain of hacking in VR to a unwieldy beast like Unreal. but in the future...
            1. …in reply to @v21
              nice article on UX for VR - things people trip up on: medium.com/@timoni/ux-pointers-for-vr-design-dd52b718e19#.k34o5gwd6