Descripción
Get directions from AVA
Aprendizajes clave
- Understand what the HTC Vive VR headset is and why it is game changing
- Learn how to deploy your Inventor models into a stand-alone application on the HTC Vive for 1:1 scale, design review and visualization
- Learn how to optimize your Inventor models so that they can be correctly imported into a virtual reality application
- Learn about basic programming and game design for creating bespoke applications for the HTC Vive
Orador
- Brent JacksonAs a Senior Product Manager for the developer platform on Microsoft's Mixed Reality team, Brent is obsessed with delivering a great customer experience. His background as an innovation specialist and mechanical engineer in manufacturing have given him empathy for those who are looking to integrate CAD and IoT data into Mixed Reality
BRENT JACKSON: So we had a few more people sign up for this class than showed up. I'm not terribly surprised that we have some stragglers. If they come in late that's fine, but it's 9:15. I'll go ahead and get started just to make sure we can get through the material.
So my name is Brent Jackson. I'm an Innovation Specialist for Bridgestone Americas. And today, I'm going to give you a walk through of how you can interact with your Inventor 3D models and Fusion 360 models, either on the HTC Vive or the HoloLens.
Originally, I had two class sessions, one for Vive, one for HoloLens, but they asked me to combine them because they are 90% the same workflow. And so you'll get best of both worlds today. Sorry for anyone that had to reschedule.
Has anyone here used the Vive or the HoloLens? Raise of hands? OK, great. So I don't have to spend too much time explaining what it is. I'll go a little bit over what they are.
And then the majority of it is going to be how to deploy it. It's not as easy as deploying Revit. And then little bit of optimization that has to happen to make sure you can actually see it OK and it performs OK.
And then just go through kind of the basic programming game design that's necessary to actually get it onto the HoloLens. I've taken a few other classes here that are some real high level optimization classes for how to get your stuff looking great, rendering perfectly, 90 frames per second. But this is a little more to help you guys actually just get those models from Inventor and Fusion onto the HoloLens in basically under an hour.
So luckily, you guys of all used VR before. So you know what the Vive is. It's a pretty awesome VR interface. It allows for room scale, walking around your model. The main reason we're using this at Bridgestone is because I can design a model, place it in the middle of the room, walk around it, look at it, interact with it, mark it up a little bit, and just kind of see what it's going to be like for the operator who's going to be using it to actually use it.
Same with the HoloLens. We use this-- same thing-- getting that one to one scale of what we're going to make. With this, we take it out onto the plant floor. And so if we're augmenting a preexisting machine, I can take that new augmentation, place it on that machine that's sitting in our factory, and make sure that bolt holes are going to line up, everything's how it's supposed to be, there's no interference with anything and I wasn't aware of when we were originally designing it.
I think this thing stop working. But that's fine, because that's the end of the presentation. I hope you enjoy the rest of the day. No, I'm just going to go into actually giving a demo of how this works.
My other presentation this afternoon is several more slides. And it was a little more pain to put together. So we are starting with Inventor and Fusion. While this one's opening, I'll show you-- this is the easiest part. So who in here uses Inventor for their 3D modeling?
And what about Fusion? OK, great. It's a good kind of even mix. So the Inventor and Fusion part is the easy one.
Basically, you're just going to be exporting these as a STEP file. I'm sure you guys have all done this before. So I usually go ahead and put this into where I want it to go. So I already have it here. I don't want to waste your time.
I have it as a STEP file that I have exported into my 3DS Max import folder. It's where 3DS Max looks for it. So go ahead put it there. That's the only thing you have to do from Fusion to get prepped for this. So in order to save some memory on my computer, I'll go ahead and close that.
And in Inventor, to handle this model, all you really have to do is have made it. There is an optimization tip. If you guys are using Vault at all to store your data, you can do a pack and go. And that will pull all of the files.
When you're in there, you can put it under one folder structure. And that will kind of help optimize how hard the computer has to work in order to look at all of those files. If it's spread out in a bunch of different folders, it has to dig down every time it's drawing something. So that's just a little pro tip. If you want to get a little more advanced with it.
So that's it for the Inventor and the Fusion part. From here on, it's just optimizing that data to make it play well inside of VR and MR, mixed reality, HoloLens Reality. So I will show you this part. We're going to import the model. Let me delete this previous one first.
So you open 3DS Max. You go up here to Import the Model. And I'll start with the Fusion one. You're going to import the STEP file and just hit Open. And now you can use pro optimizer as a good solution inside of 3DS Max, if you realize you're hitting a polygon count.
A lot of Inventor models aren't massive. And if they are, it's a good idea to kind of compartmentalize them into sections or just assemblies. Don't necessarily use your master assembly that has 3,000 parts under it like I have done. But when you are importing, you want to make sure your y-axis is up.
You can go ahead and convert to mesh here. If you don't, you can go up and do it in any other way. But right here I like to leave the mesh resolution right in the middle. If you go through this and you realize you're getting way too many polygons, that's mostly an issue on the HoloLens. If you're getting over 80,000 polygons when you import it, which I'll show you how to see what you're getting in a minute, then you're going to run into some performance issues.
100,000 is the cap, but really 80. So if that happens you can just come back in here and change this slider. I feel like this is the easiest way to get an accurate representation with a lower polygon count mesh.
So I have imported it in Fusion. And here is the model. As you can see, the material colors didn't quite come through how I wanted them to. And if I just went ahead and exported this, those colors wouldn't show up at all on the Hololens or in Stingray. It's just kind of an issue that they haven't solved yet.
And so I am here today to help you with that problem. But I will go ahead and show you the Inventor import as well. It's a little bit different on the window.
So when I'm importing Inventor, I leave it mostly the same. I choose meshes. I make sure my y-axis is up. I do highlight important vendor materials.
And everything else you can kind of leave the same. Again, you have that slider to change the resolution if it's really massive. These kind of smaller assemblies don't take a ton of time to import. So it's not that bad.
And I don't think this will probably take a whole hour to get through. So if anyone has any questions, feel free to ask. The last presentation I went to they weren't sure if they were going to get through the whole thing at all. So it's just a race.
So now I have my Inventor model imported in here. And you can see the materials aren't quite what I want them to be. These are supposed to be blue as well. As far as the mesh import, if you zoom in here, it looks pretty great.
Once you get really close, you can see that there is some changes that are happening here. But for the designer views were doing, that's not really much of an issue. So I don't really worry about it. But you do need to keep an eye on your polygon count, specifically for the HoloLens.
So to do that, you go over here to the plus sign, your viewport configuration, over to Statistics, make sure your polygon count is there. And Show Statistics in Active Window. Apply that and hit OK. So this is 30,000 polygons, which is great. Did anyone make it see the show floor demonstration Bridgestone has set up on the event space floor?
So this is one of the conveyors that's used on the HoloLens out there. We had two of these conveyors, two robots and a tire that were animated, loading holographic tires onto a conveyor. But I didn't want to get over the 100,000 limit, so I kept this one kind of small. If you haven't been there, it will be up today as well. You should go check it out.
That's how you can keep an eye on your polygon count. Like I said, if you do need to make it a little better, you can go over to pro optimizer. I'm not going to walk through it, because it really kind of bogs down on the computer. But just so you know, you go over here to this little guy and come down here to pro optimizer. And then you can basically either type in how many polygons you want it to have or what percentage you want it to keep.
But it doesn't symmetrically keep everything. It kind of just makes a big slash on your polygon count, and keeps what it thinks is accurate. I don't love it. So I prefer just to use that mesh slide on the first import.
Now we need to modify these materials. Because if I export this, like I said, it's actually just going to all come in as gray, which is not great. So in order to do that-- these are all grouped together-- you just go up here, ungroup everything. And that'll allow you to actually work with it.
If you used any surfaces in your modeling, especially if you use frames as generator like I did. I usually base that off of a surface-- then you'll end up with this extra part thing down here that you can just go ahead and delete. Sometimes you'll see the surfaces, sometimes you won't.
You might have to go back and do it if you realize later that it showed up. But that just kind of keeps it from carrying over. Since we're using meshes now as opposed to solids, it will actually display those as a surface.
So let's go to the material editor so that we can put some materials that we actually like on this. So I just use a physical material. Double click on it and you get your little color box. Now what's interesting is so the blue showed up. It doesn't always.
It's kind of just picky. Like, some things will show up and some things won't. So usually I will just kind of figure out what color number I want, and go with that. But oftentimes, for the early design review phase, it's not that important. So I'll just kind of make one that's as similar visually as I like.
And even though I use a little dropper tool to select it, it always ends up a little darker. So I like to brighten it up a little bit. And now I have this material. I'll rename it just as blue. And I can go over here and snag this.
Let me scoot this over a little bit so you can see it better. Right click and go to Select Similar. That will select the other one of these. Select Similar selects based kind of on material. So if you knows that they're supposed to be the same color, then you can do this to kind of go ahead and select all of them.
And then back over here, you can right click and go Assign Material to Selection. And then it puts that new blue on there. Now it doesn't seem any different, but Inventor materials don't play well with FBX files.
And so you have to put this generic color in there in order for it to show up. And also, I don't know if you guys looked at the handout I put up online, but it's like a 67 step how to do all this. So it will walk you through if you feel like you're missing something along the way.
So now, we have to select some of these things that are a little bit similar in color. An easy way to do that is to-- you can go to default shading. This is weird that it does this. And you go Wireframe Override. And now it's back to the blue that it's supposed to be I don't know why it does that, but it does.
The nice thing is it makes it a little easier to know that you've selected everything you're trying to get. So this is actually supposed to be the same color blue as this one. So I can hold down Shift and select all of them, if I hadn't mapped that already.
Go back to my material editor, Assign Material to Selection. And when I turn the wireframe over and back off, you'll see that now they're blue. We did it.
So another little tip, you don't want to use more materials than you have to. Every material that you use is going to make it a little more complex in the final stage of it drawing. So that's why I kind of just use this one material for all of these. I'll go ahead and create the materials that I want to use. So we can just bust them out.
So I have this material. We're going to make kind of like a dark gray for the belt. We'll make another material that I'm going to give it some metalness. In my original on these rollers, I had them being very metal. And so they have a nice reflection to them.
They get pretty shiny when they're in use anyway. And then the bearings. So I'll make another material. So like that. I'm going to give it kind of more of a bronzy color.
That's pink. That's not bronze. Sure. That's good enough. We'll go with yellowish.
And we'll make those metal as well. So come back over here, select My Bearing, select Similar. Now you'll see it also grabbed this down here. It's because they were considered the same material. So I do a Shift Control Click to turn that off.
Now I just have the bearings selected. And I can come back up here to my material browser and assign my new material. Now I have these nice kind of gold, very expensive bearings that I'm putting in here. Do the same thing with the rollers. So like similar.
You can kind of see it's grabbing all of them, make them shiny. And get the belt, make it dark. And that's it. So that's the material optimization you need to do. It's the same workflow for Fusion as it is for Inventor.
And go ahead and save this. Helo demo 1. If you want to do any sort of animation for like, an exploded view, you can do it in here. I usually do an auto select. And then I'll go 25 bits in, set a key there.
And then at 50 bits, if I was going to explode these out, hit W to transform these. We have it out. Obviously like, makes it stick on that one. And then move it back in. I forgot to look at the number.
I usually look at the number before I move it out. And then just subtract it when I'm going back in, but I forgot to look. I believe it set that key. And then you can see that that's just going to explode the bearing out and move it back in. Just an easy way to add little animations in there.
And stop, stop, stop. So that's basically all you really have to do inside of 3DS Max for the optimization. This model will work well. You go to export it.
Let's called a hollow glass. That's something I should be able to remember. And in here, if you had an animation, you want to make sure by default the animation box is not checked.
You want to go ahead and check that if you want to improve your animation. Hit OK. It's going to give you errors that this may not work, but that's fine. It does.
And after that, we can pop over here into Stingray. Now I have this open because when you first launch Max Interactive, as it is now being called, you'll get this project manager that pops up. And that will give you a few templates that you can choose from to start. Now they have included this lovely VR HTC Vive template. So if you're putting this on to the VR on the Vive, you can use this.
If you're using Oculus, you can use this one as well. They're still working on the VR Google one. So I would maybe wait before you get too deep into that. So you select one of these and you create it. It takes to create it.
So I've already made one. And that will basically pull you up with this standard interface. The nice thing about this is they already have teleporting programmed in there. When I first started using Stingray, they hadn't invented teleporting yet. And it took me forever to figure out how to program it.
But I did, and I was excited. And then like, two months later they deployed it. And it was kind of all for nothing.
But you know what? It was a learning moment for me. So that's always great.
So once you're in here, I would say go ahead and like, hit Play and look around in here and play around. You can see it it's pretty cool. But for what we're doing, we want to create a new level. And so this is a big blank level, but the teleporting controls are still there. You will need a floor to walk on, otherwise your objects may just kind of fall through space.
So I go over here to Objects. I grab a plane and place it over here. I put it at 0, 0, 0. And I usually go ahead to scale it to 100 so I have a nice big plane to walk around on. That way you can throw a lot of different items in here.
Obviously, you don't have to go that big. But there's no real good reason not to. And then go ahead-- you can just click the Import button. But I like to keep things a little better organized. So I go Content, Models, and then Create a New Folder.
And I already have Holo Conveyor in there from testing this earlier. So I'll just do class folder. I right click, go to Import Asset. All those things I exported, they all end up in My Documents 3DS Max, Export with all my other ones. And Holo Class is what I called it.
I suggest you use a good naming convention. I'm pretty bad about that. I think I'll name it something I'll remember. I usually don't. So this is kind of the standard of what it's going to look like.
Well actually, this one is not normally clicked. But because I clicked it before, it is. You want to go ahead and create a materials folder. It just kind of helps keep everything organized, especially if you end up using a lot of materials. And then animation is usually also not clicked.
But if you do want to pull an animation in, go ahead and click that. I've been having a little bit of issues with this new build and getting the animations to work in the way I was doing it. But if it is a large model, you can go ahead and combine my material.
So that will turn all those bearings into one mesh if you're not animating it. Then that will definitely help with your draw time. And then you can actually combine all the meshes if you're not going to do anything with it other than look at it, so that it just turns into one big mesh.
AUDIENCE: Can you combine [INAUDIBLE]?
BRENT JACKSON: I don't know. And for the record, I have been approaching this from the mechanical engineering side. I did study some computer science. And I've always liked drawing stuff, but using Stingray and Unity in the last year or two is kind of my first diving into that. And there's a lot of trying to figure it out.
So I wouldn't consider myself an expert in rendering, which is why I am AU this year trying to take some classes in rendering to get it past my wonderful workflow we've got here. So it's imported. You can see here we have an animation clip.
And we have down here our conveyor. And you just right click and drag it up and place it. That's how you get it in there.
If we hadn't done the 3DS Max worked to get those materials on the conveyor, it would look like that's, just a big ghostly white conveyor. Go away. There's a nice little delay as I was just placing more of these. I'll leave that one in there for now [INAUDIBLE]. And if you're running this in VR, that's basically all you have to do to get to where you can look at it.
I was going to try and bring a Vive and set it up and let you guys kind of see what it looks like while I'm actually using it. But a lot of you guys have used the vibe before. You know what it's going to look like. I also figured some of you might be hung over. And using VR while hung over is not the best choice.
But if you want to see what this looks like and what other items look like, we have a pretty solid VR demo down on the event floor. I think that opens at 11:45 today. And it takes a minute to launch.
But once it launches, this level-- even if you don't have the Vive set up, you can still mouse and keyboard this with a W-A-S-D-F to look around it. Any questions so far? No? Crystal clear?
AUDIENCE: [INAUDIBLE] VR?
BRENT JACKSON: I think they look pretty great. I'm not doing any intense textures with them. It's just a color. Because those are the basic colors we use for ours. And so you know you're not going to let it get a lot of textures on it.
You should get reflections in the metals. So they look pretty good. But from our standpoint, all my engineers, they care less about how photo-realistic it looks, and more about how accurate it is.
Oh, here we go. It's been running this whole time. It doesn't love running this off of a surface. I'm going to go a little smaller at that, because it is lagging just a little bit.
AUDIENCE: [INAUDIBLE] service?
BRENT JACKSON: No, you can program for it, but absolutely, you cannot support a Vive off the surface. So yeah, you can move around and look at it. You can see there is a little bit of that tessellation. But you get your lighting in here. And it does look better whenever you're actually running it on a real graphics card. But if you're trying to look at your models and kind of just check in your design process of how things are looking and walk around it and interact with it, this is a really kind of a quick easy way to go from Inventor Fusion into VR.
And now for those of you from the other class about the Vive-- for Vive, Max Interactive is working on a HoloLens deployment solution. And so you would be able to just do all of that. Sorry, one final step. If you want to package this for other people to look at it, so you can deploy it on any computer, or if you designed on a surface and then want to put it on a thumb drive and move it over to your Vive machine, you go down here to Deploy and Connect into Deployer.
And so once they get the HoloLens version working well, what you're going to see here that'll be different is-- as soon as this finishes loading-- is we have Windows 32, but then we'll have a UWP universal Windows platform as one of these tab options that you can deploy to. And so that will allow you to push it out onto mixed reality headsets or the HoloLens. But basically just choose a destination for where you want to send it. Put a title in there and hit Package Project for Windows, go get a cup of coffee, and come back and you will have a really boring video game that you can give someone where all they can do is look at your 3D model.
AUDIENCE: Was [INAUDIBLE]?
BRENT JACKSON: From the 3DS Max into here? No, export it as an FBX.
AUDIENCE: So the only reason you're actually using that is for materials?
BRENT JACKSON: Correct. And also to turn it from a solid model into a mesh. Inventor uses solid modeling.
But in order to view it in VR and on a game engine, you have to convert into a mesh for a little polygons. And so by importing it as a mesh into 3DS Max, it will optimize it into polygonal mesh shapes, and then put those materials on top of it. You can't go straight from Inventor into Max Interactive.
On the HoloLens side, it's pretty easy too. Has anyone in here use Unity at all before? OK, great. That guy. He knows what I'm talking about.
A couple of other of you too. Unity is free if you're just using it for yourself, which is great. Once you get it, there is a package you want to get called the Holo Tool Kit. Microsoft provides it. It's a bunch of great tools for optimizing for the HoloLens.
And you're going to go to Import Package, Import Custom Package, and then choose your Holo toolkit package that you downloaded. It imports pretty easily and it shows up here. Once you get that, you're going to want to delete all the stuff that was originally in here and replace it with the input. It's under the Input. So under Prefabs, Holo Tool Kit Input Prefabs you'll find the HoloLens camera.
So you want to use that camera. You will have an input manager, which kind of helps with the game stabilization. And you'll have a basic cursor so you can kind of see what you're looking at and if you're selecting things as well. The camera, you're going to want to put it at about how tall you are.
So I put mine at 1.8 meters, because that means that whenever the application starts, it'll be at eye level if you're standing up. If you program this while you're sitting down, then you set it for sitting down. And when you start the application, you'll need to sit down, otherwise it will be halfway through the floor.
There is some higher level stuff you can do to scan the floor and drop it on the floor. But that takes a lot more time. And I just want you guys to be able to look at your models on HoloLens.
So once you have it, you can go back to-- I have this A 2017 folder-- you just go to Assets, and you go to Important New Asset and select that asset and import it. There's nothing special you have to do during that import process. Once it's in, you have the asset, and you can just drag it out here and place it. Make sure it is kind of a 0, 0, 0 location.
That would put your camera right on top of it. So then you have the option to either pull the camera back a little bit so you can see it when you first start, or you can pull the asset forward. It doesn't really matter which way you want to go about doing that.
You can see in this little camera preview that it's lower. That's because I'm wearing the HoloLens standing right here, and the conveyors only like, this high. So it's kind of getting an idea what it's going to look like when you actually use it.
Once you get it to this point, you can go to Build Settings. You want to make sure that you use the Windows Store. You'll have to switch it from PC Max Linux Standalone to Windows Store. And you want to add open scene that you have here. It will usually ask you to save it if you haven't.
But it's great just to save anyway. And this is all in the hand out too. So you don't have to write this down. But you want it to be universal Windows 10 built for the HoloLens.
And then under your Player Settings here, on the Windows Store side here, you want for the Publishing Settings, you want to have Spatial Perception turned on. And then the other important one is make sure you have virtual reality supported. And then Windows holographic will pop up down here underneath, otherwise it just won't work.
Actually there's one more-- one more step, and then that's basically it. Under Project Settings go to Quality. And make sure that your Windows Store Quality is set to fastest, because the HoloLens, while it is pretty amazing, it's only this big. And all the computing power is in here, so it can only handle so much. So put that at fastest and then go to Build Settings.
I make a folder called App. Let's do another one for class. And so then it builds it.
While it is building it, you can put multiple things inside of Unity there as well. You can animate interactions if you want. It's not something I'm great at, so I usually just use this to lay things out and look at them.
AUDIENCE: [INAUDIBLE]?
BRENT JACKSON: Yes. So there is a plug-in on here called Tap to Place. So if you wanted to be able to pinch grab it, yeah, there's a conveyor. Go over here to Add Component and type in Tap to Place. Obviously, that's the last thing I did.
Put that on it. You have to add a box collider to it. You can add a box collider.
And then you can add a Tap to Place. And that will basically give you the ability to click on something and pull it off. And so you would have to import those items individually, and then put a little collider boxes on top of them that say, if I'm looking at this thing, this box represents what I'm actually interacting with.
AUDIENCE: [INAUDIBLE]
BRENT JACKSON: Right. Yeah, exactly. But that Tap to Place script that comes with a Holo toolkit will allow you just to grab something and move it.
AUDIENCE: Trying to find a range of motion.
BRENT JACKSON: Like a what?
AUDIENCE: A range of motion, like, you don't want to [INAUDIBLE].
BRENT JACKSON: Yeah, yeah. You can dive deep into how you constrain it to move. But it adds up on time pretty quickly. There's one last kind of complicated step. So I want to make sure I get this.
Back here in for class, we have this Visual Studio Solution. And so you run that. And then you have to use Visual Studio. So you actually deploy to the HoloLens. And at that point, you can connect over a router to the HoloLens.
I usually just go ahead and go to USB. But you plug your HoloLens directly into your computer. And then once it's open, you go to release. If you leave it on de-bug, it's going to bog it down because it's collecting data. You go to debug.
You go to x86, and you go to device. And then you just do-- under Debug actually, you do Start Without Debugging. And that will build the package and push it out onto the HoloLens and launch the application so when you put it on, you can see your model. And then in the little Windows Store inside the HoloLens, you'll have your little application called AU2017class for us. And whenever you want, you can just launch it and look at it.
And that's basically it. That's how you can get your Inventor models and Fusion 360 models onto the Vive and onto the HoloLens. It's a bit of a process still. I have a feeling next year it probably won't be. They will figure it out.
Although everyone I've talked to this year said they're still trying to figure out how to get there Inventor materials to play nicely with FBX files. But I'm looking forward to it. So then I can stop having to do this every time I want to view my models on the HoloLens. So it deployed. Let's see if it's here.
Made with Unity. And there it is. You guys can't see it, but it's right over there.
Sometimes this works, usually it doesn't. I can stream the HoloLens to my computer. It usually doesn't work very well, but we'll give it a shot. Anyone have any questions?
AUDIENCE: [INAUDIBLE]
BRENT JACKSON: Normally, it triggers like this. For some reason, whenever I updated Max Interactive, my animation a little routine I've set up here has not worked well. So over here in Level Flow-- you know what? I completely forgot to tell you guys about something.
When you're saving your level-- so VR Learning is the default level that it wants to launch. And you have two ways. You can go in and set the default level on the code to whatever you want your level to be called. Or you can just go in here, as you're saving it, rename this to VR level 2 and save your level as VR level 1. And then your level will be the one that launches for the deployment.
I just wanted to make sure I said that, because it took me forever to figure out why my level was not launching. And it just got stuck in the little museum. So back in your level, under Level Flow, you can use Louis scripting, which C## or C# based, but I like using flow. You go to the Animation pane. You want to play the animation clip.
Go to Animation, select your animation. Was it Holo class? Hit OK. And then if you're using the Vive, under steam VR input, you have your button.
So I usually say that while it's held, play it and when it's released, pause it. So I can explode it and let go and look at it, and then hold the button down again to let it go back together. And then you have to put event. So, level update. And what that means is every time a new frame is rendered, it's looking to see if this is happening.
And then under Button Name, I'm going to make that the trigger and make it for controller 1. And then that way, when you go into CVR, your button will be set so that when you pull the trigger, your animation will start. When you let go, it pauses. When you pull it again, it will go back together.
You can test it by going Input, Keyboard, Button, name your keyboard button, whatever it is you want to name it, like the letter U. Don't use W-A-S-D or F, because that's what you use to move around. And then do the same thing. Do release for pause, press for play. Usually, that's always worked for me. I had to install a new build, and it didn't work when I was testing it out yesterday.
But the VR button part works. I can try and sync this so you can see the conveyor on the screen if you want. But if there's any other questions as well, that might be more beneficial than-- well, it usually doesn't work super well. We have a camera system we're developing with this company called the Lorem, where it's a nice camera rig for recording and streaming with a HoloLens connected to it underneath it, so that that does the positional tracking.
And so we can use that so that it can see what I'm seeing in the HoloLens. We're using that for designer views, but also more importantly, because I can get it to reliably stream something. There is this program called the Microsoft HoloLens Application in the Windows Store. And sometimes that works great for streaming. It usually has a two to seven second delay.
And so that's not ideal. But at the moment, that's the best way I've seen without building this camera rig to actually stream something from the HoloLens so someone else can see it.
AUDIENCE: [INAUDIBLE]
BRENT JACKSON: Really? I'm not surprised. I'll see what I can do here if I can get this online. It doesn't like the Autodesk network in here. I can't imagine that it's bogged down at all.
Is anyone in here using Revit at all? Revit just goes into Max and Max Interactive really well. It's really jealous.
The whole reason I started working on this was because I saw the Stingray presentation about pulling Revit files into Stingray is super easy, kind of live changing it. So I thought OK, great. This will well for Inventor too. But I was wrong.
Let's see if they become friends. Nope. Not looking like it.
That's not connecting. So there. Now we're back to the end.
If you want to see what these look like, A, you can come put this on if you want and check it out. But also, you can go down to our booth on the show floor and see what our larger holographic display looks like. It's a relatively basic set up. It's preexisting conveyor system with one robot picking up tires off this other robot that delivers the tire and sitting on the conveyor. And then with those conveyors we we're just showing you coming off the other end, the idea that we have this conveying system running 24/7, and we want to augment it with robotics, but we want have that machine system down for as little time as possible.
So we kind of planned the whole set up, throw in the HoloLens, go to the factory, lay it out holographically so we can see whether or not we're going to run in any collisions if everything's working in the way it's supposed to be, everything lines up how it's supposed to. That way when we go to actually deploy it, we know we're not going to have any big oops moments that cause for a lot of on site rework.
AUDIENCE: [INAUDIBLE]
BRENT JACKSON: I do. Once it gets to a certain size-- like I said, if it's something that I imported into Max and it's going to be over 80 polygons-- I have this slab loader that you can see in our VR demo downstairs that's a little bit bigger than this room. And so that pulled in at 6 million polygons. And so that was a little much for the HoloLens. So I had to really pull back on that to get it to function in the HoloLens.
I think I still am running at like, 1.3 million or something like that. And it's laggy in the HoloLens, but I can look at it. But yeah, that is kind of where I make that decision.
If I am pushing it to VR then I'll have a higher poly count. Any other questions? Well, thank you guys for coming. I appreciate it.
[APPLAUSE]
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