Are there any free VR 3D animating softwares (or relatively cheap ones that are worth the price)? I asked 2 different LLMs and got nothing, so I'm all out of ideas.At least being able to move and rotate with both hands would be good, but better if it could use full-body tracking as primitive mocap.I was considering making my own (since I was going to mess around with VR game dev anyway), but I thought one would have existed.
>>1029190>vr game devNot needed. Oversaturated. I'm sure your country offers apprenticeships as an electrician instead.
>>1029190no, there are no good VR creative softwares at all>we just haven't done that yet, plus VR sticks are less intuitive than a keyboard, which you can't see while using a headset because it covers your eyesI would suggest asking a 3rd LLM
>>1029214>Thinks 3DCG is needed and not oversaturatedI'm currently in a course for that, but can't an n'wah have hobbies?Wasn't actually making a game so much as a training sim that can measure my speed to know if I'm actually improving. I do training with weighted clothes but the issue with that is I am not being forced to maintain/increase how quickly I move. Putting that in the preface would have been a little unhinged, and it's not really that important to know.So don't worry, I'm not gonna be making a game that'll make yours look derivative (unless you were also making some schizo VR training sim to force yourself to move faster via VR obstacles, and maybe also some martial arts if I can figure out how to train a rig on fight videos which I am pretty sure I have seen done already)Even though I started with game dev, I only really program random tools that I need.
>>1029216If so, I'll start working on one (obviously there are some, but I don't want to pay).Any suggestions? I can't figure out an easy way to integrate the VR directly to Blender. I know there's a Blender VR viewer, but I'm not sure how to interface with that programmatically and when I tried using it I just kept getting a black screen (it could be a version issue, as I saw something saying Blender 5.0 broke the addon).If I can't figure out how to get Blender VR working and adding animation functionality, my next idea was to use Godot (because Unity and Unreal Engine have gotten rather bloated). It shouldn't be too hard to be able to export an animation, even if it's just as a custom file which needs to manually processed with a python addon for Blender. IK bones are fairly easy to program, and Godot should support shape keys and physics/ragdolls (the idea of being able to just throw characters around would be very funny, even if not very useful).Mocap with full body tracking should be fairly easy once IK has been setup, but I need to finish building more SimeVR trackers to get it working.