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virtual reality - experiments with unreal engine 4

Nick3D

Guest
Hello everyone,

Since I found little about the forum I show you what I've been working on lately:
[video=youtube;vhKYE2mom6I]https://www.youtube.com/watch?v=vhkye2mom6i[/video]In recent months I have done some rnd on how to best export cad files (solid edge in specific ) within a graphic engine, and the choice fell on areal engine 4.
In addition to this I have created a virtual setup, simulating a rotary line to continuous cinematics and a conveyor with camera to differentiate products according to color.

I made the video two months ago and in the meantime I made many upgrades inside the system (the speed change happens in real time and not as shown in the video ), as well as to have realized a assembly line pick and place and a manual assembly station components (using a prototype of vr gloves developed internally )

if you have any questions about it or are curious to know more about this technology ask without problems!
 
hi, very nice video (among other things are machines I know). I was studying the module animation of solid edge but I think it's very difficult to get that level of fluidity and amplitude of scenery. Do you need many hours of work to get such a video?
 
Hi.

I also gave an eye to the animation module and yes, the options are very limited.

the advantages of importing and developing everything in a graphic engine are multiple, firstly the fact that it does not make a video but makes the whole project completely interactive and viewable from any angle you want, as well as having the simulation of the machine itself in real time (then moving organs, assembly components, etc... )

unreal engine 4 was born for the development of video games mainly, but with the advent of virtual reality and the use of the eve especially in architecture, it opened new possibilities of development in other fields, and I concentrated mainly in the management and optimization of the cad files and simulation of the same.
There are many shortcomings to be taken into account for the development of files mainly in vr, since it requires a considerable computing power ( almost all on gpu), and it is necessary to know how to "ragiona" the eve for the management of components and simulation of them.
in general there are several trial and error before reaching a good result, if you then focus mainly on the vr (as I am doing for my projects ) you have to optimize as much as possible.
consider that the first attempts a bit of months ago were made with a semi-automatic assembly station ( 3000 components ) and I had a frame-rate of 3fps (i.e. to be unusable ), but after having become familiar with the various tools available in the engine and, in general, I understand how to optimize the geometries at best, I imported a whole assembly line (20.000+ components ) in vr with integrated logic, ) 90fps.

is not easy, especially at the beginning, but just have patience and consult the documentation and forums to understand how to solve problems at the best
 

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