![]() Not getting much clarity from the Avatars SDK docs or examples.Īlso, are these Meta SDKs for Unity just really half-baked? From what I'm seeing I think I cannot create the kind of experience I want, although between Horizon Worlds and Horizon Workrooms the avatar system should be capable. 01 variance, rest pose triggers againĬurious to know what others are doing. I tried to get the random value as small as possible, but at. Without it, BodyAPI overrides and goes into rest pose In actuality it is playing, just very slowly. This is the reason it appears to not play. HACK: Random rotations allow us to pass the BodyAPI "is in hand" check. Looking at your screen grab I noticed that the frame rate of your file is 0.01 fps. The code also contains typos and comments like: ![]() I've seen the CustomHandPose example but it's extremely crude. I been using CLO since the launch and I am totally new to the program. It would be nice to have a reference mesh for the 2.0 avatars, at least the hands, to be able to rig in a normal Unity way and record animations from Unity. It took me way too long to recreate my XR-based drawing tools using Interaction SDK and had to resort to hacks. I feel like this must already exist somewhere?Īlternatively, is there an easier option for building custom hand poses and object interactions? I find XR Interaction Toolkit + Unity animation to be better to work with than Interaction SDK, honestly. I.e., Complex Grab, Direct Touch, and Pose Detection. (Different sized hands, different poses in controller mode, different positioning, etc.)īut what is the correct way to setup an OVRPlayerController, CameraRig, AvatarEntity, and so such that it works with Interaction SDK and one can create interactions and hand poses using the tools from that SDK?Īs a POC I'd like to get the Interaction SDK samples working with an Avatar rather than hands. Also, the hands on the avatars are smaller and they don't line up at all with the Hands when in controller mode. It actually works to some extent in hand tracking mode if I then disable the rendering of the extraneous hands, but clearly this isn't the correct way to do it. As a first crappy experiment I dropped a player controller rig from one of my Interaction SDK projects into my Avatars SDK project and got it working such that my avatar had two sets of hands - the avatar hands + the hands from my rig.
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