VR Storyboard
During this week we have spent more time finishing the VR storyboard to now include all of the scenes from the original script all drawn out with written dialogue. The full Storyboard was then captured using the Tiltbrush software and edited together to show the video below:
Problems with importing models
Marianna sent me the final versions of the hand models for the seagull as an FBX file and we had some initial issues with the file versions and ways that we need to export the model and initially the files would appear like in the image below:

But after some further tests and different methods of exporting from Maya which included myself downloading the .mb file and uploading directly to the Unity folder we were able to get the model working! The animation didnt seem to work for the hand models and Marianna believed this might be a problem with the mesh or rig which we agreed we can look into further as they develop the rigs and models over time.
Hand Position Issues
While we were able to get the hand models fully visible and smoothed in the version you see in the images above for Unity there were some new problems that I faced with the position of the hands showing in the Unity scene.

Eventually after some trial and error and using the advice given to me after speaking with Herman to create a parent where the positions could be changed it eventually worked and the players hands appeared properly in the scene to match the users controller.
Further Issues with Model imports and animations
Marianna and Esme had there models to a very good point where the rigs were nearing completion and they had some test idle animations that they wanted to see how they looked in the Unity scene. However… we had a great number of issues over this week with importing the models in which we needed multiple teams calls and file transfers to try and get these files working over the passed few days which took up quite a lot of time and trial & error from us.
The initial problem that we faced was the model exporting in a very low poly manner in which the model was missing its textures and appeared on the screen in sometimes very strange ways as shown in the image below:
However after multiple attempts and trying out different ways of exporting the model through Maya and we eventually managed to get a model that was mostly smoothed and polished which would appear in the scene static with no animation.
We then attempted to add the model again but this time with the animation and we faced a even bigger issue where only the eyes and beak would export resulting in this being the full model on dispay:

This for us was very worrying and we needed to spend a couple days and evenings googling different methods and trying new ways of importing the model which resulted in us accidentally making a little family of seagulls shown in the image below that are also exported in very different ways:
We were in the end able to export the animations but it would only effect the eyes and beaks so the rest of the seagulls body would remain stationary while the eyes and beak moved around on their own. While this wasnt ideal it did show that the animations would work and Esme & Marianna took this information and believed it was a problem with the rig and mesh and will continue to look into this and try to solve the issue over the coming week.
Testing Sound Effects
In this weeks meeting we met with the sound students Kiro and Jiachen again and they had developed quite a lot of work and sounds over the passed week including the background music for the beach scene and the romantic music for the sky scene which we were all extremely impressed by and already added it into the project! So in its current iteration theyre music and some sounds they recorded now play in the current Unity project which works extremly well.
Merging the Files
Myself and Yiran had been working on seperate files for the time being but we decided that we would now need to merge since we are quite happy with the scenes mostly and so we spent the day sending over files and packages to one another where everything is now in one master file and all accessible together. This means we can now also look into scene management and transition changes for the project.
The Sky Scene
Now that Yiran has sent through the scenes and assets that she used for the City and Sky scene, I could now start developing the scene further for the flying section of the story. Using the Skybox and Cloud effects that Yiran found and created I used these as the base to now add a seagull model that the player would stand on during this funny scene.
Using the models sent through from Marianna and Esme I molded and changed the model slightly to create a much larger seagull that the player would stand on and overall it isnt perfect but i felt this added to the comedy value of the experience. An XR rig was also added onto the seagulls back so that now you can view this in VR and some sound effects for wind, wings flapping and the romantic music were added as well to really bring the scene together.
Finishing the Beach & Pier Scene
Now that Yiran has sent through all her city assets I decided that for continuity that these would be much more suitable to include in the background of the beach and so I wanted to get this scene completed and fully polished this week which I was very happy overall with the outcome.
The initial inspiration for the beach was going to be like Blackpool pier and so i started to look at how i could make this scene contained but more interesting so i added an elevated level with some more buildings and completely filled the background with the new building assets which overall turned out very well. When you view these scenes now in Virtual reality from a smaller scale it looks very contained now as a scene.
I also decided to add just a little element of animation into the scene to make it feel a bit more alive and so i found a boat model on the asset store and added a simpe looping movement animation so it would move around with the waves if the player were to look out in the distance.
