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PicoPlanetDev
2 years agoProtege
Meta Avatars 2 SDK with Oculus Interaction SDK hands
Has anyone fully figured out the process for using the Oculus Interaction SDK synthetic hands as a data source for the Meta Avatar? There have been multiple posts centered around this, but no real solution yet.
Here's a couple of screenshots showing what I'm working on:
In this screenshot, the avatar is mostly synced with the synthetic hand, because both use the hand tracking and Hand positions, and the synthetic hand isn't interacting with anything.
But as soon as the synthetic hand is interacting with something, such as by touching a PokeInteractable, or using a hand pose after grabbing an object, the avatar (because it doesn't respect the Synthetic Hand) clips through any buttons that the user might be trying to interact with, or doesn't follow the hand pose leading to an unnatural-looking grab.
Has anyone actually figured out a complete solution for this?
4 Replies
- zhou_alina23Honored Guest
Ok
- PicoPlanetDevProtege
A solution to my avatar synthetic hands problem (in case anyone comes searching the discord for this in the future): I was looking through the Unity-Decomissioned project for some reason or another yesterday and I discovered a few avatar scripts, one of which was a replacement for the Sample Input Manager that let you select a source for the HMD and hands. The code was old and I had to replace a GetRootPose with a TryGetRootPose (didn't do anything about the case where it fails though) so I thought I'd share my edits in a github repo: https://github.com/PicoPlanetDev/interaction-sdk-avatars2-integration/tree/main
I included a few comments and screenshots to make it easy to follow.
- StefaSicExplorer
Just want to pass on my thanks for this. Much better/cleaner than my hacky approach when I first started working with avatars2 and interaction sdk last year.
- jinwoo629Explorer
Hello,
Firstly, I'd like to mention that I'm using GPT to draft this response in English, so please bear with me if there are any grammatical quirks.
To address your issue, please check the OVR Camera Rig. Specifically, look for the OVR[Right/Left]HandVisual object. Ensure that there's a component named Hand Visual attached to it.
Furthermore, to resolve the issue, you should also add the Hand Grab State Visual component to the same object. This component is crucial for the correct visualization and interaction of the hand states.
I hope this helps! Let me know if you have any further questions or if there's anything else I can assist with.
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