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Cavrnus-CVT: Adding Custom Content

Cavrnus-CVT: Adding Custom Content

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Adding new content to a Space can be achieved in a few ways using Cavrnus-CVT.

 

Content Types

Users can add a variety of content to a Space, including:

  • static models

  • animated models

  • video clips

  • images

  • materials

  • PDFs

Regardless of how content is imported or modified, all modifications are specific to a given Space. The original game package is not modified, and changes do not carry over to other Spaces. This provides the ability to maintain distinct configurations of a scene across multiple Spaces.

Import using Datasmith

The Interaction Menu is configured by default in Cavrnus-CVT to include the Datasmith feature to import local models into the Space. Use the same workflow as standard CVT to import Datasmith files into a scene.

  • Adding Datasmith files to a Space automatically stores the position, scale, and orientation of the model to the Journal.

  • Once the Journal is updated, all users within the Space will begin seeing the model and will be able to interact with it.

 

Refer to the Epic Documentation for more information on using Datasmith.

Import from the Content Library

The Content Library is an additional tool that comes with the Cavrnus plugin.

  • Users can add pre-loaded models, images, and materials to a scene from the library.

  • Since the content is pre-loaded, no download is required to transfer the content data. Only the object properties are stored in the Journal, such as ID and transform.

  • Once the Journal is updated, all users within the Space will begin seeing the model and will be able to interact with it.

 

Refer to the Epic Documentation for more information on using Datasmith.

Import Using the Holo Format

In addition to pre-loaded models in the Cavrnus plugin, users can also import local files into the Space. The Content Library includes an +Import tool that converts local content into the Holo format.

  • Users can import over 40 different formats to the Content Library:

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  • Once conversion to the Holo format is complete, the object can be selected from the Content Library and inserted into the scene.

  • The additional content is updated in a the Journal along with it’s scene properties, and all users within the Space will be able to see the model and interact with it.

 

For more information on the Holo format, see Cavrnus Formats.

Model Considerations

When importing local content into a scene, be sure to consider these technical requirements to support interactivity at run-time.

Using 3D Models

  • Just as in the the standard Collab Viewer Template, model surfaces must have collision meshes in order to select or teleport to surfaces in a Cavrnus CVT Space. Navigation also requires a Nav Mesh.

  • The Simulate Physics setting must be turned off for any Actor that you want to be able to interact with when using the Transform or Xray command.

Controlling Transform and X-ray Behavior

  • Just as in the standard CVT, the mobility setting of each actor determines whether or not the Transform interaction can move, rotate, or scale the object at runtime.

    • Movable - The object can be transformed

    • Static/Stationary - The object can be highlighted, but its position, rotation, and scale cannot be adjusted.

  • Parent/Child Hierarchy

    • Objects will inherit adjustments to the Transform of their parent objects. They can also have Transform adjustments of their own, which are maintained as offsets from the parent.

      • Just as in standard CVT, a parent and child object’s Mobility can be set independently from each other.

      • For instance:

        • If a child object’s Mobility is set to “Movable” while its parent’s mobility is set to “Static” or “Stationary”, the parent cannot be moved at runtime, but the child still can.

        • If a parent object’s Mobility is set to “Movable” while its child’s Mobility is set to “Static” or “Stationary”, the parent can be moved at runtime, and the child will follow. However the relative offset of the child cannot be adjusted.

    • For instance:

      • if you move an object, it will have a new offset from its parent position. Moving the parent will also move the child and maintain that offset.

      • Rotating a child object will offset the angle of the object from its parent. Rotating the parent will also rotate the child around the pivot point of the parent, maintaining the relative angle of the child.

      • Scaling a a child object will offset the relative size of the object from its parent. Scaling the parent will also scale the child from the pivot point of the parent, which may scale the offset distance of the child from the parent.

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