Forum Discussion
dereklam0528
10 years agoHonored Guest
Avoiding see head model
Hi,
I am new with Oculus Rift, and currently I want to put a character model with the device so that I can see his feet while walking. But when I look around, sometimes I can see part of the head model appear like back of the teeth or maybe face. Is there any solution to avoid this? :D
Derek
I am new with Oculus Rift, and currently I want to put a character model with the device so that I can see his feet while walking. But when I look around, sometimes I can see part of the head model appear like back of the teeth or maybe face. Is there any solution to avoid this? :D
Derek
8 Replies
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- cyberealityGrand ChampionYou could make the head a separate model (and hide it) though this may get more complicated if you have mirrors or reflections in the scene. Though it's an interesting question, that I think anyone using avatars would benefit from. Let me see if I can find out more.
- kideternalProtegeAnother thought: adjust the near Clipping Plane on both of the Right & LeftEyeAnchor Cameras to be a little further out.
- TamulurExplorerIn Unity I usually have the head in a separate layer that is not rendered by the OVR cameras but by cameras that are used for mirrors. In Unity 4 I also doubled the head and assigned a shadow-caster only material to the double (and keep the shadow-caster head in a layer that is rendered by the OVR cameras), but I think there might be an easier way in Unity 5.
- dereklam0528Honored GuestI thought about the head can be put into a separate layer and the VR camera can avoid rendering. But the model I have is from Autodesk Character Generator, I am not sure if I can separate two model in 3D max as I only have little experience with it. Also I am not sure if that is going to affect the animation with the animator. I just want to see if there is solution that can work out of the box, I don't mind doing it through some C# scripts. But I am definitely try to avoid any 3D software as much as possible.
There is a small game called "Malfunction", the character head moves with the device. If my head turn 180 degrees, the model head will also turn 180. I wonder how they can make this work and how do to do this in Unity. Any ideas? - dereklam0528Honored Guest
"kideternal" wrote:
Another thought: adjust the near Clipping Plane on both of the Right & LeftEyeAnchor Cameras to be a little further out.
I tried that too, but that doesn't look realistic. :( - MarbasHonored GuestA straightforward way of hiding the head-mesh is to locate the head-bone and scale that to 0,0,0. Then if you need to show the head again, say if you are switching to a 3rd person view, just scale it back to it's original size. Just store the scale in a vector3 as it's unlikely that the original scale value is 1,1,1.
- dereklam0528Honored Guest
"Marbas" wrote:
A straightforward way of hiding the head-mesh is to locate the head-bone and scale that to 0,0,0. Then if you need to show the head again, say if you are switching to a 3rd person view, just scale it back to it's original size. Just store the scale in a vector3 as it's unlikely that the original scale value is 1,1,1.
That certainly is a good way to work around it :)
I hope I don't have to use any reflection or mirror in my scene, because player is definitely see his missing head. :P - dereklam0528Honored Guest
"cybereality" wrote:
You could make the head a separate model (and hide it) though this may get more complicated if you have mirrors or reflections in the scene. Though it's an interesting question, that I think anyone using avatars would benefit from. Let me see if I can find out more.
Hi, have you got any update with some new solutions for this yet?
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