You can launch KeyVR from inside KeyShot, which will also send over your current KeyShot scene automatically, or launch the KeyVR application directly.
You can find a list of general considerations when setting up KeyShot scenes for VR here.
Launch from KeyShot
In KeyShot you set up the scene so it contains the options you want to try in VR and click the KeyVR button in the toolbar. Learn about how to prepare your scene for KeyVR here, and find tips for setting up your hardware here.
Open KeyVR directly
When you launch KeyVR directly you will be presented with a welcome screen where you can find a few demo scenes or choose to open your own .ksp or .bip files.
If the scene you want to experience has objects with advanced materials and labels, you may want to “bake” the materials. Baking allows KeyVR to support various material effects better.
Simply toggle the Bake materials option on, when you have launched the scene, and KeyVR will calculate baking information for the scene. This is saved in a cache file (filename.bake) next to your scene, so next time you launch the scene you can toggle on baked materials, without having to repeat the baking process. If you for some reason you do not want to store the baking cache any more, you simply press Remove baking cache in the file menu, which will delete the filename.bake file.
The Windows Interface: Where you can set up the scene and initiate KeyVR. It can also show a mirror of what the the user sees in VR. While KeyVR is active you can control what is present in the scene and set the function of each controller. See more about the Windows interface.
The VR Interface: What the user sees and can control inside KeyVR, through the headset and the controllers. See more about the VR interface.
If your headset is connected, you can now explore the scene in VR - or follow what happens on the mirror rendering on the monitor.
When you put on the headset it does not necessarily point towards the items in your scene - try to turn around if you don't see what you expect to see.
Working in KeyVR
Launching the menu
The Menu button will bring up a menuwhere you can select between different modes as well as toggle physics and animation. Press and hold the menu button, move the controller up/down to select and release the button when the desired option is highlighted.
When you have selected one of the modes that control the appearance (Model Set, Material, Environment) you can press the trigger to switch between options, one at a time. The beam color changes from grey to blue when pointing at something that can be changed.
You can also press and hold the trigger to bring up all options in a grid layout. Move the controller to select between the options and release the trigger when the desired option is highlighted. The different Multi-Materials are targeted by aiming the controller at a part with the Multi-Material.
Point at the object you want to move. Press and hold the trigger to grab the object. Move it and release the trigger to drop the object. If physics is activated, the object will have inertia and can be thrown around, otherwise it will stay at the exact position where it was released.
To rotate the environment aim at anything but the objects and press and hold the trigger. Move the controller and release the trigger when the environment is rotated to your liking. This will only work if the environment has not been locked in KeyShot.
Moving in the scene
You can move freely in the scene by moving around with the headset - but this is not always ideal. The Teleport mode lets you jump to different positions in the scene. Aim the controller at the point you want to teleport to and press the trigger.
Fly mode allows you to move in any direction freely. Simply orient your controller in the desired direction and hold down the trigger. The more you press the trigger down, the faster you will fly.
When you are in Camera Mode, you can jump between predefined viewing positions. These will be visible in the scene and the beam will snap to the closest - simply press the trigger to jump to the point. The camera direction dictates in what direction you are looking, but not the angle - so you may need to look up/down to see the object.