Forum Discussion
alex_chesser
6 years agoExplorer
Has anyone seen any guidance or documentation on how to use a custom mesh with handtracking?
Hey All,
I've been playing around with hand tracking, along with arm and body presence using IK. I'm hoping there's someone out there who has some seen some information or documentation on how to go about swapping out the Oculus provided Hands used in hand tracking with your own model.
So far I've got the following
Anyone have some idea on where to start there?
I've been playing around with hand tracking, along with arm and body presence using IK. I'm hoping there's someone out there who has some seen some information or documentation on how to go about swapping out the Oculus provided Hands used in hand tracking with your own model.
So far I've got the following
https://www.youtube.com/watch?v=__bBJpAmNfY ;which, in terms of the arms and body are "OK" but the next step there is to get each of the underlying model's fingers to move and animate with the OVRHandPrefab Anyone have some idea on where to start there?
- Hey @MikeF I actually figured this out the other day, here’s a link to the unity forum post where I explain in detail. With code samples and video. It’s obviously more proof of concept than finished product, but it would be enough to get you moving on something.
forum.unity.com/threads/oculus-handtracking-with-custom-hand-model.810678/#post-5394840
feel free to reach out directly if you have any questions about it.
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- MikeFTrusteeWould also like some info on this. Oculus should really be providing a bridge between hand tracking and avatar hands since there's going to be a bunch of legacy games that will have to write custom systems to deal with this if they want to support hand tracking. Not likely though given that oculus avatars are no longer being worked on
- alex_chesserExplorerHey @MikeF I actually figured this out the other day, here’s a link to the unity forum post where I explain in detail. With code samples and video. It’s obviously more proof of concept than finished product, but it would be enough to get you moving on something.
forum.unity.com/threads/oculus-handtracking-with-custom-hand-model.810678/#post-5394840
feel free to reach out directly if you have any questions about it. - MikeFTrusteeThanks @alex.chesser great to see some progress, ill check out that link
- MohitOculusHonored GuestHey guys what if I want to use the controllers with custom mesh, the examples scene of custom hands do not use humanoid rigs hence the animation are not re-targetable. Any idea on that one.
- alex_chesserExplorer@"mohit.mittal.5070" - yes. read the unity thread I linked above which has a link to the github repo with a does demonstration.
If you are fortunate enough to have a 3D artist on staff rather than using 3rd party assets you can have them create the hand meshes from the oculus reference spec so the transforms line up appropriately and you don't have to do any additional rotation on the bones.
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