ShapesXR First Impression

What better way to learn a tool than to just dive in… and well sink or swim! for this exercise, I decided to remake my 2D logo into a metaverse 3D logo (Logo is featured in another entry).

post image

In terms of swimming or sinking, I think I kind of floated for a bit, the lifeguard had to save me, and then I figured out how to doggy paddle by the end of 2 hours of tutorials (aka the shallow end). My media production and UX design background came in handy here as a lot of the tools/icons are similar to After Effects and photoshop tools. Though, I do need to figure out how to not get nauseous using these tools.

post image

ShapesXR Impressed me by:

  • The Tutorials were very helpful and well laid out

post image
  • Liked how they are set up to stage a prototype with scenes, also a good way to duplicate instances of a project

post image
  • I like all the customization settings to set up your editing view + the pass-through capabilities

  • You can share workspaces like you can with other tools

  • Exporting and Importing was fairly easy with the Shapes.app

post image
  • Not impressed by:

    • The snapping tool was not as great as I thought it might be. I felt I was left with polygons not lining up. These types of projects should probably be done in unity but it’s nice to have a meta tool that can get the job done as well.

      • However I did like the local snapping vs world snapping option

    • Doesn’t integrate with horizon which was a big letdown, this isn’t shapesXR fault but hopefully one day it will.

    Shapes XR Potential deliverables/things to learn

    • Re-build my ME logo in ShapesXR -- Done

    • Set up Shapes.app and become familiar, look into pre-rendered libraries for common objects -- Done

    • Build a few simple things in unity and export it to Shapes XR

    • Export shapesXR item into horizon world if possible -- not possible

    • Set up a shapesXR meeting and learn -- Done