My questions are about manipulating a DepthKit mesh file (the clip itself) or an OBJ sequence in runtime for VR, authored in Unity Pro. Basically I need other choices for particle effects; I’m not too interested in retaining the texture/.mtl/rgb video.
- Can Unity’s VFX Graph target/use DepthKit’s mesh files directly without having to first export OBJ sequences? There is “static mesh sampling” and “point cache volume baker” in 2019.1 (LWRP), but I do not have knowledge or experience with these topics. Would like to hear about your experience.
I’m just finishing shooting DepthKit clips for a Unity VR project, and I would like to hear about your workflow, your caveats, etc. I’m not a programmer (other than some cut-and-paste C# hacking) but I use Maya for Unity and am proficient in After Effects and other 2D authoring environments.
The target for all this now is Oculus Rift or Vive.
As older legacy solutions:
- I know that Keijiro might import DepthKit’s mesh files directly, but I cannot find the information.
- I know I can export from DepthKit as an .OBJ sequence and use other Unity plugins such as:
Runtime OBJ Importer (free)
With this I can grab a single still frame from an obj sequence then use it within a particle system. Correct?
SimpleOBJ _ wavefront.obj importer ($15)
Ditto. With this I can grab a single still frame from an obj sequence then use it within a particle system. Correct?
MegaCache - .OBJ sequence importer with runtime particle effects ($50)
This imports and plays back an obj sequence with limited effects.