Virtuality Roadmap

April 2024 Update

The previous version of the DTL system has been re-branded DTL Free and is available on Gumroad. DTL Pro has since been developed and will be sold on Gumroad. DTL Pro introduces an entirely new way of rebuilding the skeleton so that the converted figure is 100% Unreal Engine compatible. For more details, please see the DTL page.

February 2023 Update

The DTL system is finally ready for release. For more details, please see the DTL page.

September 2022 Update

The Digital Actor project has evolved into a character conversion system that optimises Daz3D character for animation in Unreal Engine 5. The system is a scripted export process spanning three applications (Daz3D, Maya and Unreal Engine). The exported characters, once imported into Unreal Engine, are optimised for animation and use simple neural networks (Radial Basis Function driven Posedrivers) to maintain body shape during animation. For more details, please see the 'Digital Actor' page.

March 2022 Update

During the course of development of V2V a highly configurable digital actor has been produced. The digital actor is a heavily customised Daz3D character that has been imported into Unreal Engine via a custom pipeline developed over the last year. A highly accurate foot IK system has been developed that allows for any animation sequence to be played on rough ground, slopes, stairs and other uneven surfaces. A custom, full body IK system for animating avatars in VR has also been produced. Facial blendshapes can be programatically controlled via the UE blueprint to allow a range of emotional expressions. Custom 'look at' funtionality has also been implemented, thus producing a fully controllable digital actor that can be used for compelling VR experiences, games and cinematic shorts (aka cut-scenes). Please see the 'Digital Actor' page for more details.

December 2021 Update

A working alpha version of V2V has been produced. Three point avatar animation / locomotion has been implemented and multi-user tests have been performed on a local network. A variety of virtual environments designed to showcase V2V's use cases are in various stages of production. A public release of the open source beta version is expected during Q3 of 2022.

February 2021 Update

Having been let down by two different foreign agencies to do the programming work for V2V, the decision to learn Unreal Engine in-house has been taken. Unreal Engine is large, complicated software, so it is anticipated that a period of at least one year will be required to achieve a working version of V2V.

December 2020 Update

Extensive research into the neural network and other animations systems currently available has been completed. It has been found that the neural network based animation systems are not yet ready for production. As a result, Virtuality is shifting focus for generating income whilst the neural network technology makes the transition from acedemia to commercialisation.

Next project announcement: Virtuallity is to build a VR based, peer-to-peer meeting hosting application on the Unreal Engine platform. The project description and design brief can be found here

July 2020 Update

The dance studio Virtuality was previously using has been rented, renovated and upgraded. The studio is now a permanent fixture.

December 2019 Update

The first shoot for creating the first animation software package has been completed. The data cleaning, solving and retargetting has also been completed. The data has been used to create a software package for the Motion Matching For Unity animation system. Unfortunately, issues with the motion capture data prevented the final result from being saleable.

November 2019 Update

Recent developments in the 3D character animation industry have been factored into Virtuality's mission. A Motion Matching system has been made available on the Unity assets store, and Unity themselves have announced a release date for the alpha version of Kinematica, a system that uses both Motion Matching and neural networks to animate characters.

As a result of the two above developments, we are now concentrating entirely on leveraging the company's motion capture system to create animation sofware packages suitable for use by Motion Matching systems and for training neural networks used by systems like Kinematica.

May 2019 Update

Following government agencies approval, David Wooldridge (MD) has been granted a SMART Visa (type S), enabling him to live and work unhindered in Thailand for the next two years.

The initial R&D phase of the proposed project can now commence...

Planned Projects

Virtuality plans to engage in the following projects:

Current Situation

The following tasks are ongoing: