Tvori - lyuba
Tvori is a prototyping tool, which allows you to tell stories. In Tvori you can research user journey for your future app or build a vivid narrative for your future film or game.

With this update, we are introducing a quick way to create storyboards. You should benefit from this new tool if you are working on an animatic or previz or pitch options for UI/UX of your product.


To speed up your creation process and make it easier to compile a storyboard, we've added pre-made canvas to the object shelf.



You can quickly create storyboards when you already have your own assets (3D characters, models, etc.) and you work on a game cinematic, 3D series animatics, etc. It's also very helpful to be right on a 3D scene and take into account all the details and aspects of your scene.


For those who already have their own 2D storyboard and need it while working in Tvori, we've recently launched a PDF import.

There is a default Tvori's storyboard template that you can use. To build your own storyboard, arrange frames using our latest surface snapping tools.
https://www.youtube.com/watch?v=ZmrfFBzK3ig


You can pitch your storyboards to the team right inside Virtual reality with the Tvori Viewer.

We believe in the power of connecting distributed teams all around the world and we're happy to enhance their capabilities with our tools.


Currently co-editing the design in real-time is not yet possible in Tvori on a PC, but we have some big plans for April when we will launch the first MVP for Tvori on Quest. If you're an XR designer and own a Quest, do not hesitate to join our community of beta testers and get the chance to shape the future of design.

Download the free version of Tvori and activate your 14-days free trial to start sharing your creative concepts and pitch your projects more effectively right now.

Don't hesitate to give your feedback and share your thoughts on the UI/UX design functions via any social networks below or send a message at hello@tvori.com.

It should be intuitive and fun to create in VR with Tvori. If it is not, make sure to let us know!
Tvori - lyuba
Design and communication of AR and VR experiences has always been somehow challenging. Developers and designers have readapted a wide variety of tools that were originally meant for "flat" content such as apps or 2D games.

Our new features structure launches and aims to solve very needed milestones! Broadcast a feeling of presence and make good use of space.



No more "distant" and complicated communication between teammates and clients, leading to misunderstandings, frustrations and slower turnarounds during remote design reviews. Start a remote design review in VR with clients or teammates within a couple of clicks.

With the the Tvori editor XR designers can create animated prototypes of their experiences. There're some details how it works in three easy steps.

1. Create a complete UI/UX in Tvori editor
In Tvori editor (requires a VR-ready PC) you can create a complete experience with props and UI taking advantage of the premade packs or the wide variety of files supported (obj, GLTF, FBX, png, pdf etc).

The significantly improved Snapping and the new Gizmo tool bring a new level of precision to your creations without interrupting the fluidity in your design. Due to the animation timeline you can also simulate interactions and transitions to illustrate complete User Experiences.


2. Export the scenes and invite participants to the Design Review
Pro users can now export their scenes and create various meeting rooms to prepare for the design review. After that, inviting a colleague or client is as easy as creating a team and typing their email in the web browser of your PC.





3. Run your Design Review directly in Virtual Reality
Guests will immediately receive an email with all the instructions to download Tvori Viewer depending on the platform of choice: Desktop, Steam, Oculus headset or Oculus Quest directly from the recently released App labs. After launching the App, they will be able to join the design review from wherever they are in the world.







Please get aquentied with the following Viewer's features for our plans:
Pro
  • Up to 5GB of storage space.
  • Up to 6 simultaneous users in a session.
  • 3 teams per seat.
Enterprise
  • Up to 100GB of storage space.
  • Up to 20 simultaneous users in a session.
  • Unlimited number of teams per seat.

Currently co-editing the design in real-time is not yet possible but we have some Big plans for April when we will launch the first MVP for Tvori on Quest. If you are an XR designer and own a Quest do not hesitate to join our community of beta testers and get the chance to shape the future of XR design.

The host will be able to play animations, switch between scenes and set viewpoints for the participants. Pitching an idea or a project now happens naturally within VR and everyone can exchange ideas with a shared understanding of how the final design is going to look and feel within the Virtual environment.

Download the free version of Tvori and activate your 14-days free trial to start sharing your creative concepts and pitch your projects more effectively right now.

The Viewer is an experimental feature. We do not guaranty the reliability of it. Scenes uploaded to the cloud may be deleted at any time.

Coming to Oculus Quest in 2021
Become a Beta Tester
Join the community of UI/UX and XR designers

Don't hesitate to give your feedback and share your thoughts on the UI/UX design functions via any social networks below or send a message at hello@tvori.com.

It should be intuitive and fun to create in VR with Tvori. If it is not, make sure to let us know!
Tvori - lyuba
With this update, our major focus is on combining the ease and fun of creation inside VR with accuracy and precision in objects alignment and scaling. Keep your speed with more control!

Check the Blog for more details: https://tvori.co/2021-01-28-gizmo-snapping-modes

New Gizmo Tool
We've implemented 2 new gizmo modes: Classic and Rectangular. Additionally, Bound mode based gizmo was improved too, so it became easier to switch between modes on the fly without releasing the gizmo.


Classic gizmo mode
provides the control of scale, axis rotation, and intuitive snapping. You are enabled to use all three functions at once! Moreover, in the Classic gizmo mode there's a new additional function of a proportional scale mode.
These improvements enhance accuracy and make object's controlling fast and easy.

By the way, the most attentive users may notice how the classic gizmo instruments of 3DsMax, Maya, Blender, Unity, and etc. are adopted to our Classic gizmo mode and improved for the design process in Virtual Reality context.

Rectangular gizmo mode
This mode will be mostly useful and convenient for working with interfaces and buttons. Besides that, you can modify sizes quickly by using all three axes. We also added a new disproportionate scaling mode to Classic gizmo.

In general, the rectangular mode simplifies the process of scaling objects, which are disproportional along any of the axes or the ones, which are proportional along three axes at once.

Additional gizmo improvements
Moreover, now it's possible to choose the coordinates system for gizmo operation: Local or World.

Try out to switch between gizmo modes on the fly with a button on the controller.

New snapping settings
Precise selection has always been a crucial part for working in VR. Besides the usual auto snapping to the world grid, which adaptively adjusted the snapping step to our size, thanks to user requests there's now the possibility to customize snapping settings. For example, if you know that your ascetics are multiples of size 10 cm, these settings are definitely worth using. You can set the step you want and arrange objects with snapping to some grid with this step.

Snapping to snap points by gizmo handles
With any snapping modes activated in gizmo, special snapping points are activated in all available modes when gizmo handles are used. That is why you can make object alignment more accurate and convenient.


The next integral part for any design application is a Guid or auto Guid instrument. It allows you to moderate the size and position of a certain object respectively to another one. Hence, it was quite challenging to adapt this function to VR as there is more snapping and rotation freedom.


Now you can align and adjust objects relative to other objects with a gizmo by "sticking" a gizmo control of one of the axes to the surface of another object, and then by sliding it around.

Surface Snapping mode
Gizmo is good, but what about free-mode snapping when the object is in your hand?

To do this, we have implemented snapping on surfaces familiar from traditional 3D software, when you can snap an object to the surface of another object and slide over it. This could be done in different ways in VR. With a focus on UI design, where there is often an interface plane, a canvas, an application window, we decided that it would be most useful not to constantly snap to the surface of an object, but to indicate a point on another object with the first click, as the basis for a certain temporary local coordinate system / plane and move the object already in this coordinate system.


We also wanted to be able to not only move but rotate, with rotation aligned to the object you are snapping to, and switch between movement and rotation on the fly, like in the first Gizmo mode (Bound based).
There is support of snapping to the surface of multiple objects and also additional visual highlighting and indicators for clearer understanding of how exactly the objects will be snapped to each other.

Other improvements
  • Fixed issues with missing objects from Unlit materials when working with the AR brush.
  • Fixed issues with colouring and removal of locked objects.
  • Fixed issues with a visibility of clips.
  • Improved the assignment of materials on imported images.
  • Fixed exporting issues of irrelevant and unnecessary objects from a scene.
  • Fixed an issue with incorrect preview size of the camera.
  • Improved the copying of complex linked and grouped objects.
  • Improved an overall stability of the processes and fixed various bugs.
  • Improved a message.
Tvori - lyuba
Here's a list of hot fixes that we've improved:
  • Fixed issues with deleting and adding empty frames
  • Improved a continuous selection for group objects
  • Fixed issues with the appearance of double tracks when animating materials for the icons
  • Improved the user interface of the context menu for saving icons
  • Fixed issues when working with favorite tracks
  • Fixed issues when working with the key selection in the timeline
  • Hidden signature for the particle effects.
Tvori - lyuba
Precise Selection system
Selection is an essential part of the creation process, that's why we have improved it greatly in this update. We introduce the new Selection system: select precisely with the following new features:
  • Precise touch detection: no more bounding boxes, select and grab objects by their actual surface.
Touch Detection before


Precise Touch Detection now


  • Selection Shapes: select objects within Box, Sphere, and Line shapes single handedly or by extruding the shape with both controllers.


  • Continuous selection: select or deselect objects continuously by touching them while holding a controller button.



    Improved context menu
    Please welcome the new improved context menu: buttons redesign and new icons.



    New UI packs
    Feel free to choose from the variety of UI icons while working on your designs. You can find new packs on our object shelf.



    PDF format support
    Tvori now supports import of the PDF files. Use them as static reference sheets or storyboards or animate them just like any other object on scene using both keyframe and real time animation modes.


    Timeline improvements and bug fixes
    We've also improved label updates of the timeline elements, as well as fixed retiming, selection, and keys copying issues.
    Furthermore, an animation player is added to a timeline screen, in case of its disconnection from the timeline. In addition, key snapping against keys on other tracks and possibility to insert or remove empty keys were added.

    Added key snapping against keys on other tracks

    Added possibility to insert or remove empty keys


    AR layer, simulation of AR devices FOVs in Tvori Pro
    AR features available not only in Entreprise, but also in Tvori Pro now.
    To put an object to AR, open a context menu and select Additional options.

[/previewyoutube]


The Tvori Starter updates
Now in the Tvori Starter the following features are available:
  • All types of brushes
  • Unlimited timeline duration
  • Cameras editing and montage


LIV Integration
Here's a useful guideline for you on how to setup LIV service that we've integrated to Tvori.


Required applications and equipment for testing:
  • Install the LIV app on Steam
  • In case you have no chromokey, download application to cut the background from the camera, e.g. Chromacam
  • A webcam have to be connected to your computer

Setting up LIV:
Firstly, you should install DreamVR Driver.

Procedure to be followed:
Secondly, there're several requirements of preparatory settings for future launches.
  1. Switch to the Tvori branch, which has LIV support.
  2. Launch Tvori.
  3. Launch Chromacam or another app alike.
  4. Launch LIV.
  5. In LIV, click Launch Compositor.

Click on New Camera and go to the Camera settings:


In the settings, if you use Chromacam - specify it as a device. Then, select the device extension in Mode and save it. These are the basic necessary settings.


Then you should click Calibration. Once you put on your headset, set the location of the camera's "mirror", so its position will be relative to a reference point - to yourself.

This's the window that will show your final image in the Tvori. After all settings, press Save.

Next, switch to the Capture tab. If Tvori is already running, select Target application Tvori.exe in the Manual section.


Other improvements
  • Modified look of 360 pictures - now they're presented as spheres.
  • Improved scene naming features in case of resaving.
  • More reliable process of data export into Tvori Viewer.
  • Fixed issues with object's export via transit shelf.
Tvori - lyuba
Here's a list of hot fixes that we've improved:
  • Fixed copy and Undo/Redo issues of objects with other linked objects
  • Restored the linking of controllers to puppets.
  • Button captions of Activate Pro buttons were updated - “Free Trial” button was added.
  • Once you login, resource shelf updates simultaneously.
  • Fixed export issues of 360 video.
  • Fixed issues with 360 assets were becoming 2D.
  • Fixed issues with switching projects when the resource shelf is open
  • Fixes and improvements of authorization.
  • Command Undo for the Reset local rotation option was added.
  • Reset local position and Reset local scale options are available now.
Tvori - lyuba
Did you know that all inside Tvori you can edit your video from different virtual cameras? Watch this video to see how to montage cameras on the timeline and export an edited sequence.

Learn more through https://learn.tvori.co/montage.
Tvori - lyuba
Improved IK system
It's been 2 month since we've released a ground-breaking IK system, which is highly evaluated by all users.
Now you can use Arm IK not only on the entire hand, but for the hand wrist, particularly. Besides that, there is a new additional controller for shoulders​.



Old version: Arm IK controller used to be linked with phalange bones only.
Now: Arm IK can be applied to a hand wrist.


The whole stability of IK system was improved:
  • Fixes in case of applying several IKs at once for one particular character or within a single bone chain. For example, when you add IK to both an arm and spine, it’ll look as much as natural due to coherent logic of movements.
  • Added support for Reset Pose option for characters with configured IK.
  • IK’s Undo / Redo fixes.


New interface and features in 2D menu and settings
UI convenience is constantly developing. You're enabled
- to switch between different cameras of the scene
- to control the playback of animation and the current active view, e.g. it can be displayed from eyes perspective or from the selected camera.
All functions are duplicated on the hotkeys. To check out detailed information about it, press the Hotkeys button in the Display mode menu.

Improved video editing
It becomes easier to pre-configure the playback sequence and cameras' export. The logic of creating new cameras and PlayView has also been improved.


Additionally, there is a new UI for the switching setup between cameras.

Saving tools position on your scenes
One of the most noteworthy improvements — now all tools and their basic settings are saved for each scene! Feel free to layout your working space.

Valve Index controllers support added
Pay attention please! To make controllers work correctly in Tvori — you need to set up bindings in SteamVR.
Check out the video below to get acquainted how to activate them at the Tvori's index controllers.

Export в FBX
To make your working process more time efficient and convenient, new FBX exporting options were implemented:
  • Bake Material combines materials with the same settings into one, thus preventing multiple generation of the same materials.
  • Embedded Media — the textures used on the models are packaged to fbx file, so there's no need to archive separate texture files into one manually.

Additional improvements
  • You're enabled to record the colors of different light sources in the realtime animation
  • Notification system has been improved
  • Authorization system has been improved

Hotfixes
  • Fixes with exporting issues to fbx and to Tvori Viewer
  • Fixes with exporting issues from configured cameras to editing cameras
  • Fixed copy paste and textures issues when using the materializer tool
  • Fixed authorization issues
  • Fixed the removal issues of grouped or linked objects and Undo/Redo
  • Fixed the saving issues of the track lists in the timeline
  • Fixed the saving issues of the scenes with objects which include animated visible tracks
Tvori - lyuba
Here's a list of issues that we improved to increase the overall stability of Tvori:
  • Fixed a copy paste issues of different objects
  • Fixed issues with exporting materials, puppet animations to FBX
  • Export fixes for the static scenes to the Tvori Viewer (for entreprises)
  • Fixes to improve a stable working process with materials
  • More stable operation of the timeline and animation tracks
  • Experimental texturing of objects using a materializer pipette was improved
Tvori - lyuba
On October 2020, Tvori offered you a solution to prevent you from motion animation hardships. We've improved the Inverse Kinematic (IK) system, which is one of the classical tools to animate and control the movement of objects through their position and rotation properties.


Tvori's ArmIK and LegIK (use case)

With IK, there are multiple valid solutions for any given input via controller. For example, once you move a hand palm, an arm and a wrist adjusts their position. So only one bone is manipulated, but the rest of the body is also automatically rigged to it.

Three IK modes
With Tvori, 3 modes with additional logic to the limbs are available for prototyping characters behaviour:
Simple IK: use case
  • IK (or Simple IK) is a classic animation option, which is utilized for a one controller with 2 bones. This setup might be applied to thumbs, hair and other minor body parts.


Additionally, we recommend it for modeling the mechanical objects or robot-alike object types.


Leg IK: use case
  • LegIK is a more advanced system, compared to the Simple IK, due to usage of the controller with 2 bones manipulation.


Arm IK: use case
  • The last but not the least is the new IK setup panel for arms, even though it can be controlled via FK as we mentioned before.
ArmIK is a convenient tool when you need to freeze a hand position in the space. As for a simple case, when having a conversation in a transport vehicle, your character arms should be held on to a rail, like people tend to do in real life.



That is why in this case you should add ArmIK: start with fixing arms to the rails via controllers and continue the animation process of the rest of the body with SimpleIK or/and LegIK.

https://www.youtube.com/watch?v=FgMsvKySfGc
Moreover, the main difference between ArmIK and both Simple IK and LegIK is an automatic correction of the clavicle position. Via 1 controller you are enabled to align all arm bones starting from a clavicle to hand wrist and palms.



Further Tvori R&D are targeted to give you more freedom of animation creation:
You'll be able to express characters' emotions via new motion setups of upcoming SpineIK and additional shoulder controller for ArmIK. Sounds promising, right? Better to stay tuned not to miss these updates!
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