The Creator tool is a mode of SPIN Play that allows you to link different videos together with hyper ports, insert PNG and JPG graphics, and create text assets.
Creator saves your edits automatically every minute in the background. To force a save of the project, exit to the gallery or refresh the Story.
Below is a video that walks through the entire process, and below that are screenshots and text to further explain the workflow and interface.
In SPIN Studio, upload your videos and assets into the Library. Then, create a Story. Add videos or stills to the Story by clicking 'Add Scenes' and selecting the videos from your library. Click 'Add Graphics' to add still images (JPG or PNG formats are supported) you would like to place in the scene.
On the left side is an "Add Creator Device" button. Click it and add a device from your account, or pair a new one.
Note: Only Oculus Quest and Oculus Rift (+S) devices are capable of entering the Creator and making an interactive experience. An Oculus Go is fully capable of viewing an interactive experience but it cannot create one.
Now, turn on your headset and launch SPIN Play. In the home gallery, select the green button in the bottom left labeled 'Pair Device'. You should be presented with a six-digit pairing key. This pairing key is valid for 15 minutes, during which time you must pair it to an account, before it expires.
In SPIN Studio, enter this six-digit pairing key in the 'Pair Device' tab of the 'Add Device' pop-up window. Then hit 'Pair'. Check the device column in your Story and toggle on 'Creator', as it is two images above. By default the toggle is off.
Back in SPIN Play you will be greeted with a confirmation message that tells you that you have been successfully paired to an account. Click 'OK' and enter the lobby again. (Sometimes, you may not see the proper videos, and you may need to hit the refresh icon on the bottom row of buttons, third from the right, to get access to the Story.)
To enter Creator, select the 'Create' button.
In Creator, when you look directly at your controllers, tooltips above each controller appear. Tooltips can be turned off in the setting panel.
Both the Oculus Rift control layout (shown here) and Oculus Quest control layout are identical.
Create and Preview:
In your left hand is your palette. At the top of the palette is a switch between 'Create' and 'Preview'. By default, when you enter a Story to create, you are in 'Create' mode. This means you can add graphics, text, add hyperports, re-orient the scene, and more.
When you select 'Preview' you will experience the scene as a viewer. This means that graphics that are timed to appear 5 seconds into the video will appear 5 seconds into the video. In 'Create' mode these assets are always visible. Assets that have gaze parameters set will also behave properly. To get out of 'Preview' mode and back to 'Create' mode toggle on the palette by squeezing your grip button in you left controller and selecting the 'Create' button at the top of the palette.
In your left hand is your palette. You can show/hide it with a squeeze of the left handed grip trigger. To lock the palette in place squeeze the left handed front trigger.
Within the pallet there is a Scene panel, Graphics panel, Text panel, Inspector panel, and Settings panel that bring forward different editing tools. Below are annotated images that describe the UI and the function of each button.
The Scene Panel:
Toggle between scenes by clicking each row. Scroll through different scenes by pointing your right controller at the list of scenes and tilting the thumb stick up or down.
In the Scenes panel you can set in/out points to chop off extra bits of video at the beginning and end of the clip. This is non-destructive and at any time you can remove the in/out points clicking the in/out point buttons again. More info about in/out points can be found here.
Note: at time of writing 10/2/19 in/out points set in the Creator are not respected by the webplayer or spinxr.com.
The Graphics Panel:
JPGs and PNGs (with alpha) are both supported. Graphics that are added to the Story from SPIN Studio appear here. If you are on a Rift you can import your assets without leaving the ingenic Creator by selecting the browse assets button. Like the scenes panel, you can scroll the graphics panel by pointing the laser at the window and tilting the thumb stick up or down.
The Inspector Panel:
The inspector panel only shows options when an asset is selected. The selected asset will have a blue outline around the object, be it a hyperport, a graphic, or a text asset. By default, the inspector panel appears when a graphic is inserted or a text asset is created. This can be turned off in the settings panel.
The Text Panel:
To create a text asset, click the text asset panel button. With the text asset selected switch over to the inspector panel. Here you can alter any settings as you would any other graphic asset, with an extra button at the top that enters you into a mode to edit text style and content.
This opens up the window to edit text styles, including the ability to add a border and drop shadow to the text.
There are more properties to change in the text than available in the pallet. The table here lays out all the tags to add line breaks, tabs, and subscripts to your text: text properties table.
The Settings Panel:
The settings panel is where you can toggle off or on tool tips, swap the controller scheme for left-handed users, and more.
The 'Create return hyperports' is a useful option to have when creating geospatial tours. With this option turned on, when you create hyperport from in Scene A to Scene B, a hyperport will automatically be created in Scene B linking back to Scene A. The hyperport in Scene B will be located 180 degrees behind the coordinates of where the hyperport in Scene A was made. When all scenes are oriented to the same true north, then this option saves you from having to generate half the hyperports than with the option turned off.
'Synchronize hyperport positions' is to be used in conjunction with 'Create return hyperports'. With this option turned on any hyperport that is automatically generated will be spatially paired to the hyperport from the linked scene. If I moved the hyperport in Scene A, the auto-generated hyperport in Scene B will mirror the movements to stay exactly 180 degrees offset.