Forum Discussion
TriplePete
3 years agoMember
Animating legs with Meta avatars
Hi! We are using the Meta avatars for some projects and now we are researching how to activate the legs on the avatars. On both local and remote we can render fullbody avatars (with legs) perfectly ...
decipherone
2 years agoStart Partner
I've been experimenting as well. Today I tried applying a custom ik solution. I attempted disabling animations through the avatar entity. This did not work. Flags that allow the avatar to be shown seem to be required to use animation data from the system and can't be over ridden. Current Leg IK flags do not work. We can not see the internals of the referenced DLLs unfortunately. The custom leg IK solution for a generic model works, but the way Meta Avatars is currently built in Unity, there doesn't seem to be a way around this. At this point, I'm starting to shy away from supporting this feature. I am leaning towards full custom characters, and maybe have this ready to turn on in the background, whenever actual functionality is available.
decipherone
2 years agoStart Partner
So, it looks like my initial IK attempt was missing functionality to pipe in the new coordinate data. It is possible, there is an example of such functionality https://communityforums.atmeta.com/t5/General-Development/Meta-Avatars-how-to-feed-custom-input/td-p/940503 and the Sample scripts in the oculus sdk provide a reference as well. I'll work on an implementation for my use case and share it once I have it working.
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