Skill Level Intermediate
- [Instructor] Working with objects in the VR Editor in Unreal Engine 4, is very easy; it's very intuitive. Here I'm just going to zoom in to an object based on my selection, by using the side grip and the trigger. And now we have this simple little cube. Well it's very easy to work with. Using my controllers here on my Vive, I can grab an object with one controller, if I want. And I'm just using the simple trigger here, pointing at the object and moving it or transforming it around in space. But I could also do something cool. With both controllers, I can simultaneously pull the trigger and pull the controllers apart or together to scale in or out.
I can also rotate the object around. These are the same motions as manipulating or navigating around the environment actually, working with your controllers to rotate or scale it. But I can also access specific gizmos to transform, rotate or scale the object as well. If I want to arbitrarily move it around within the environment, in this sense, it is very natural to be able to grab an object and simply be able to tumble it around, scale it or translate it to where you want to put it.
But if I want to take advantage of some of the gizmos that we're used to using in a typical 3D workflow or within a viewport, I can certainly do that. Here you can see I can grab the translation. I can also work with locking it on and access to move it around, but I could also work with other gizmos in here. So if I just simply press the thumbpad, on my Vive controller; and that is just gently push on there and gently scroll your thumb around; you will get this menu that allows you to select different types of simple menu sets, like the Universal gizmo or the Translation menu or Rotate or Scale.
So by bringing my thumb to the top, I can just simply, very lightly tap and grab the Translate Gizmo and here I can lock how I want to manipulate the object, within a specific plane or axis. I can also, of course, snap to the ground. I can also change the gizmo to something like the Rotate Gizmo, just to confine myself to the rotation axis or, as well, with scale if I wanted to specifically work with an object with it's scale; I could start to scale along a specific axis.
This is an actually really nice, natural way to work in context to your VR content. It's the ability to stand within the assets and work with it. And these simple little scenes, that come with Unreal, are an excellent way to get comfortable with working with it. We're all used to working with our hands, in the real world, and picking up things and manipulating objects, but when it comes to the 3D world we're so used to using a stylus or a mouse and the viewport controls being locked to that 2D screen; this 3D virtual world on a 2D screen.
But being able to stand amongst your objects and actually work with them becomes very natural, becomes very second nature to be able to do this. Of course, with these controls, as you can see I'm using things like duplicate and undo, and that simple little menu set, as small as it may be, is very powerful, because it has those regular things you're going to do. You want the ability to duplicate an object, or to undo or redo a move, or be able to access the simple gizmos on there, or something common like snapping to ground.
If we tap on the thumb pad, like tap a little bit harder on there, we'll get all of the usual panels that we're used to working with in Unreal. Now I can work with some different content. So let's pull in a different actor into the environment, into my VR Editor space. I'm going to go into the Starter Content menu, underneath Architecture. I'm going to grab something like one of these simple wall door pieces. And if I grab one of these and I just click on it, with the trigger, and drag it out into the space, into the environment, we'll see now that I'm working with this in a very familiar manner within the Unreal Engine environment.
I'm going to just click all these little x's on the corner of my panels, just to hide them away, get them out of the way while I work. I'm going to change my gizmo to the Translate Gizmo. Then what I can do is just start to move this around in space. Let's snap it to ground as well. You can see now, with all these simple little commands and the ability to transform across the space by pointing the controller at an object and then pressing the side grip and then the trigger, I can zoom right in on that object as well.
But now I can go and start to manipulate things in scale to the environment that I'm working with. Let's just duplicate this guy and move him over so that we're working with a double door thing. This is a really quick overview of the VR Editor and how you can translate actors and objects within your scene, building a world in context to your virtual reality project.
Q: Why can't I earn a Certificate of Completion for this course?
A: We publish a new tutorial or tutorials for this course on a regular basis. We are unable to offer a Certificate of Completion because it is an ever-evolving course that is not designed to be completed. Check back often for new movies.