Proposed: Editing Character Body Bone Constraints in Immersive Mode
The Context
V-Sekai is a social VR community.
The Problem Statement
We aim to develop a prototype interface for editing bone constraints such as position, rotation, twist rotation, and swing rotation on character body bones within an immersive environment.
Interactivity makes a difference, similar to the feeling of presence and being fully engaged with the editor. This greater flow state occurs because you don’t have to switch contexts, allowing for continuous interaction and focus.
Proposal Description
Interactive Design Concept
The proposed system will allow users to interact directly with avatar bone structures in a 3D space, manipulating constraints through intuitive gestures and tools. This approach aims to enhance user engagement and precision in modifying avatars.
Implementation Strategy
Visual Representation of Bones:
- Each bone will be represented by a dot that becomes visible and enlarges when the user’s hand or controller approaches it, facilitating easy selection.
Avoiding Selection Mechanism:
- Instead of using a traditional selection mechanism, the system will employ proximity-based interaction. When a user’s hand or controller is near a bone, the relevant constraints automatically appear, allowing immediate manipulation without the need for explicit selection. This reduces complexity and enhances flow in the immersive environment.
Constraint Manipulation Tools:
- A virtual tool palette will be available to the user, containing different constraint modifiers.
- Users can grab these tools and attach them to bones to adjust constraints like positions and rotations.
Tool Switcher Interface:
- In addition to the tool palette, a tool switcher mechanism will be implemented allowing users to quickly switch between tools without returning to the palette. This could be activated via a gesture or a button press, bringing up a radial or linear menu to select the desired tool.
Intuitive Constraint Adjustment:
- For position constraints, a 3D gizmo will appear, allowing users to manipulate the position directly within the VR space.
- For rotational constraints, a 3D gizmo will appear, allowing users to manipulate the angle directly within the VR space.
- Twist constraints will be adjusted using a 2d disk arc interface where permissible rotation areas are defined by the user.
- Swing constraints can be adjusted using a spherical interface where permissible rotation areas are defined by the user.
- Swing constraints can be adjusted using a 2d orbit map interface where permissible rotation areas are defined by the user.
Feedback and Precision:
- Visual and haptic feedback will be provided to ensure users are aware of the changes they are making.
- Precision tools and snapping features will help in making exact adjustments.
Deselection and Context Switching:
- Moving the controller away from the bones or performing a specific gesture will clear the current interaction, allowing for a smooth workflow without accidental adjustments.
Mock-up Diagram
[User Interface Mock-up]
+------------------------------------------------+
| |
| [Avatar] |
| * (Head) |
| * (Shoulder) |
| * (Elbow) <-- [Interacting] |
| * (Wrist) |
| |
| [Tool Palette] |
| - Grab Tool |
| - Rotate Tool |
| - Swing Tool |
| - Twist Tool |
| |
| [Tool Switcher] |
| - Quick Switch Gesture |
| - Radial Menu for Tool Selection |
| |
+------------------------------------------------+
Benefits
- Enhanced User Experience: Direct manipulation of bones and constraints in VR enhances the intuitiveness and enjoyment of avatar customization.
- Increased Precision: Fine control over adjustments leads to more accurate and satisfying results.
- Seamless Workflow: Integration of tools and interactions within the VR environment reduces the cognitive load and context switching, fostering a more creative and productive user experience.
Downsides
- Complexity in Implementation: Developing a fully interactive 3D UI with precise control mechanisms can be challenging and time-consuming.
- Performance Concerns: High fidelity models and real-time updates in VR may lead to performance issues on lower-end systems.
- In a shared space app on the Apple Vision Pro neither switching or tool palette will work.
- In an immersive app on the Apple Vision Pro either switching or tool palette will work with hand tracking.
The Road Not Taken
- 2D GUI for Constraint Management: Using a traditional 2D interface for constraint management was considered but rejected due to the lack of immersion and intuitiveness in a VR context.
The implementation of scale for matching clothing to the character’s body, as well as the adjustment of constraint weight, will be addressed in future work.
In Core and Done by Us
This feature is core to the V-Sekai project’s mission of enhancing VR interaction and will be developed internally to maintain control over quality and integration.
Status
Status: Proposed
Decision Makers
- V-Sekai development team
- Fire
- Nova
Further Reading
- V-Sekai · GitHub - Official GitHub account for the V-Sekai development community focusing on social VR functionality for the Godot Engine.
- V-Sekai/v-sekai-game - GitHub page for the V-Sekai open-source project, which brings social VR/VRSNS/metaverse components to the Godot Engine.
- V-Sekai/lasso - GitHub for vr interaction.
AI assistant Aria assisted with this article.