The views should now have a person that is visible.
The model resource vr windows#
Zoom into the view until the model appears more clearly.Ĭlick the light bulb icon to the left and search for the “info_player_start” item.Ĭlick in either of the view windows to place the selected item. The model should appear in both the 3D and 2D views. Once in the correct folder, drag the Valve Model file into the top-center window (the 3D view). The picture should show the default file path. The top-center window is the 3D view and the bottom-left-center window is the 2D overhead view.įind the file path to the Valve Model file. The screen will be blank at first, so create a new map by clicking on File and New.Ī new, blank SteamVR world map has opened up now. With the Model Editor still open, go back to the main screen and click on the Hammer (Map Editor) tool in the top left corner. This window is what should open after completing the instructions for the previous window. The “Exact” setting follows the exact geometry of the 3D content, which is very resource-intensive. The “Hull” setting applies a coarse boundary, like a cube or a sphere, which saves on processing power. The “No Collision” setting does not apply physics to the 3D model. The collision type should be changed here if needed as well. Upon returning to the model creation window, give the Valve Model a new name if desired. In this folder, create a subfolder.Ĭlick on that subfolder that was just created. It should automatically direct you to the correct folder. First, click on the button next to the “Destination Directory” text field, which should be empty. The default values should be similar to the ones in the picture. This screen is the next window that opens. Click “OK” to ignore it and resume the process. FBX file of the zebra fish model).įind the mesh file of the 3D content and click on it.Ī warning box should pop up. ZIP file.Ĭlick “New VMDL From Mesh File” to create a new Valve Model (VMDL) file from the 3D content’s file (or in this example, the. FBX file (first item in the folder) that will be imported into the environment.
The model resource vr download#
ZIP file download (second item in the folder), there is a. FBX files from Google Poly found at this link (). Click the third icon from the top left, which is the one that looks like a person, to launch the Model Editor.įor this tutorial, we will be using the Zebra Fish model’s. The second one is the master window for all the tools. The first one is the SteamVR preview window. Once the addon has been created and named, click on it and click the “Launch Tools” button to initiate the project. If there isn’t an addon already, click “Create Empty Addon” to create the overall project for this environment. To start the SteamVR environment process, go to the “Create/Modify an Environment” action under the “Workshop” category. Make sure that the check box for the “Use SteamVR Home” setting is on. Make sure your VR headset is connected by ensuring that the headset icon is green.īefore beginning the process to create the SteamVR environment, check some settings to make sure everything is configured correctly. To create a custom SteamVR environment, follow the steps below:Ĭlick on the SteamVR icon from the desktop (as shown in the picture) or in the upper right corner of Steam. Even though the example below uses a zebra fish model, the steps can be applied equally as well to any other model, like a building of historic architecture. The default setting for the SteamVR environment is the SteamVR Home, but SteamVR allows users to change it to a custom environment that can include a virtual representation of their 3D content. To get started, creating a SteamVR environment is a relatively straightforward way to get spatial content into a multiuser VR environment. After processing, this data could pave the way to creating an entirely virtual U-Hall experience for new students who have never seen the building, alumni who want to remember old memories, or researchers studying the architecture and history of U-Hall. For example, the University Hall (U-Hall) building, the former home of the University of Virginia’s basketball teams, was scanned before its recent demolishment. Additionally, it allows scholars all around the world to develop creative ideas using VR technology that would otherwise be impossible. This is particularly useful for visualizing information about cultural heritage, since the information is easier to manipulate and distribute in a digital form. Now that you have created or captured some 3D content for virtual reality (VR) ( post), the next logical step is to experience it in VR.