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I currently hack together a mini mesh modelling tool in VR for very specific reasons. I find that creating a UI for something moderately complex isn't all that
by gmueckl 7y ago
I currently hack together a mini mesh modelling tool in VR for very specific reasons. I find that creating a UI for something moderately complex isn't all that easy. The common idiom is to treat your controllers as laser pointers, but precision is limited. So you need big UI elements to have easy to hit targets. With the number of simultaneous UI elements thus limited, you need to create hierarchies and menus fast, making interaction cumbersome.
Also, using VR controllers in thin air for a prolonged time becomes a workout. The human body isn't quite made for keeping arms in these poses for extended periods of time.
However, being able to view and manipulate a virtual object directly in 3d space is pretty darn sweet. Just bending your head or moving your hand beats manipulating virtual canera perspectives and gizmos for precision 3d interaction on a screen.
I nearly forgot: the Unreal Engine editor has a VR mode that brings in the nornal 2D GUI as floating windows. I didn't like that very much, but people seem to be OK with it. I don't know any other DCC software that has VR support.
- l33tman 7y agoI'm going to get the Valve Index with the new knuckles controllers, and do some UI experiments with these. It's pretty cool if you can use the individual finger movements to extend hand gestures. I'm also sure it will take years until the UI converges to something optimal..
- jkestner 7y agoGood observations. CAD users typically have one hand on the keyboard and one on the mouse or 3D mouse. If you took out the mouse-screen translation and directly manipulated the object/scene with your mouse hand, I think you'd have the best of old and new. This calls for mixed reality, or visibility of your keyboard in VR.