dSky : VR.Engine : Credits Machine

for Unity3D 5.1.1+
Windows & OSX

The Credits Machine is a key component of the dSky VR.Engine. It is a modular template that enables the rapid creation of true 3D stereoscopic animated credits for the conclusion of your VR production.

Key Components

The credits engine is a template with modular, swappable components. The key components are as follows:
  • Text Stars
  • Text Scrollers
  • Image Credits
  • Soundtrack
  • 3D Animated Logo
  • 360 SkyBox
  • Human Avatar model for player
  • choice of 2D or VR camera

How to Use the Credits Machine

  1. compile a text list of your credits. Decide which are star highlights, and which belong on the scrolling list.
  2. create any graphical credits in PhotoShop or other image editing tool, saving them as 24-bit PNGs with built in transparency. See supplied templates.
  3. select your soundtrack for the credits.
  4. analyze the soundtrack and make note of the precise timing points of the measures. You will use these later to perfect the entrance / exit timings of the credits.
  5. edit the supplied text files and swap in the specific roles / credits / names for your production.
  6. open the Unity project.
  7. hit Play. You should see your text credits animate to the beat of the soundtrack.
  8. replace the included soundtrack with your own stereo WAV file.
  9. adjust the animation timings as necessary.
  10. replace the graphical credit textures with your own rendered graphics from step 2 above.

There are 3 primary options for credits entry / exit:

  1. fly in from left — fly out to right
  2. dissolve / fade in — dissolve / fade out
  3. scroll up from far below screen

About your Core Logo Animation:

The core logo has 3 parts:
  • a 3D spinning component, for a 3D logo,
  • a 2D billboard element, designed for the textual component of a logo, and
  • a 2D billboard render of the entire logo, for fade in/out purposes.
The first two components sit in the lower left of screen as the credits animate. Additionally, there is a pre-recorded flight path for the logo. The entire logo, at the designated time, will fly up from the lower right in a broad arc, sailing above the avatar’s head, landing behind her.

Adjusting the timings:

Once you've selected your soundtrack, you may adjust the timings of the component transitions to match the measures of the music. You do this by selecting and dragging keyframes within the animation window which is referenced from each individual game object.

Questions?

contact engine@dsky.co

The dSky VR.Engine is available for licensing to select partners for Unity3D currently, and will be released for Unreal Engine in Q1 2016.







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