Forum Discussion
goodbyeworldwil
12 years agoHonored Guest
We ALL need a 3D rigged and animated arm and hand!
Of course one of the biggest topics of design discussion with the rift is the importance of hand eye coordination and how it is missing the "hand" aspect by default.
There are a lot of great and very different ideas on approaching feedback (haptic devices, kinect, razr hydra, etc) but they mostly need some kind of representation of the player's hand in game.
I started out thinking just "gee I could really use a well modeled and rigged hand for like EVERYTHING I'm going to end up doing in the rift" but realized that might be a more widespread concern.
Is anyone here a 3D modeler who's interested in solving this problem or anyone who knows some good premade ones? If you put it up on the unity asset store I would totally buy it! There's a few on there right now but almost all of them are gun related and it would be nice to have something more generic.
Also I found this which might be a good start but haven't investigated the download yet: https://www.youtube.com/watch?v=sIPCsfulTzw
There are a lot of great and very different ideas on approaching feedback (haptic devices, kinect, razr hydra, etc) but they mostly need some kind of representation of the player's hand in game.
I started out thinking just "gee I could really use a well modeled and rigged hand for like EVERYTHING I'm going to end up doing in the rift" but realized that might be a more widespread concern.
Is anyone here a 3D modeler who's interested in solving this problem or anyone who knows some good premade ones? If you put it up on the unity asset store I would totally buy it! There's a few on there right now but almost all of them are gun related and it would be nice to have something more generic.
Also I found this which might be a good start but haven't investigated the download yet: https://www.youtube.com/watch?v=sIPCsfulTzw
18 Replies
- MrGeddingsExploreri agree,. i think these floating hands with the hydra demos could be done with an arm or something. some solutions will come i am sure the basic floating arms is just placeholders and such for now :-) i wanst going to the get the hydra but i had to replace my Oculus rift and found one on ebay with a hydra included at a decent cost so :-) went ahead and did that!
- serrarensHonored GuestI posted my first attempt in rigging the hands and using them on objects in the environment this weekend.
Blog posting: http://serrarens.nl/en/using-physics-for-grabbing-objects-with-kinematic-hands/
Youtube video:
Gettting the arms and hands working with the Razer Hydra is not very complicated. I am (still) using Unity Free with the Inverse IK package from the asset store. For the Hydra positioning I am using the Sixense plugin. The fingers are driven by specific buttons on the Hydra.
The trouble I have is grabbing objects as you can see in the video. Simply parenting the objects to the hand may work in simple cases (like the book), but I also want to move objects with limited freedom like doors and levers.
Pascal. - DarkJamesHonored GuestI'm currently trying to get the Hydra working with the full soldier body from the Unity Bootcamp demo, any ideas on how to get the IK working so each arm can move/point the gun nicely?
Mine keeps going all wonky (pinching super weirdly), flails the arms about, or makes the gun/hand be in a strange rotation :/
I'm using the free IK asset in the Unity store. I would eventually map the "target" object to the Hydra but I haven't received the hydra yet so I just want the hand to follow the target properly/decently.
Thanks for any advice, links, pics or help! - serrarensHonored GuestIk also use the free asset from the store and had some issues with it. Right now I am using the 'IKLimb_BrunoFerreira' script.
Some tips:
- Right now the 2 scripts (one for each arm) are not part of the character hierarchy, this solved a lot of the issues you described.
- left hand target has initial rotation (0,270,270), right hand target (0, 90 ,90). This ensures the right orientation of the hands. Initial hand positions are just in front of the shoulders.
- elbow targets are positioned next to the body, below the initial position of the hand targets. They are not changed during gameplay.
I may write a blog article on this in a few weeks, but these weeks I am very busy preparing for the public release of my time travel project.
Pascal. - DarkJamesHonored Guest
"serrarens" wrote:
Ik also use the free asset from the store and had some issues with it. Right now I am using the 'IKLimb_BrunoFerreira' script.
Some tips:
- Right now the 2 scripts (one for each arm) are not part of the character hierarchy, this solved a lot of the issues you described.
- left hand target has initial rotation (0,270,270), right hand target (0, 90 ,90). This ensures the right orientation of the hands. Initial hand positions are just in front of the shoulders.
- elbow targets are positioned next to the body, below the initial position of the hand targets. They are not changed during gameplay.
I may write a blog article on this in a few weeks, but these weeks I am very busy preparing for the public release of my time travel project.
Pascal.
Thanks for the tips! I'll have to try playing around a bit more.
And if you write a blog article on it could I ask you to PM me the link? :)
NinjaEdit: Also good luck with the presentation! - serrarensHonored GuestI certainly will, thanks!
Pascal. - ZimtowerExpert Protege
2 years later, I've been experimenting with Perception Neuron and motion capture. Can't wait to give PN and OR a try in Unity :D - cyberealityGrand ChampionVery cool.
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