Forum Discussion
rmccloskey8
3 months agoExplorer
v77 Grab Hand Pose Translation/Rotation
Hi, I'm using v77 of the Interaction SDK in Unreal 5.5.4 for hand tracking, and am having issues with a HandGrabPose not following the grab location/rotation when using rotation and location trans...
j_g_sampson
3 months agoMeta Employee
Hey there, thanks for posting! Do you have a sample project with this setup that I could download to take a look at? Might be able to find a workaround for you until we officially support this better.
rmccloskey8
3 months agoExplorer
Thanks for the reply!
I have a sample project available here: https://drive.google.com/file/d/1oB1zkEwhPM47qWPe_XHMIau1chR5RaO0/view?usp=sharing
The project has one scene with a single interactable object that is made up of two meshes: a Vive controller and a Touch controller (the Vive controller is the primary object).
Grabbing the Vive controller allows free movement and has an associated hand pose which follows movement as expected.
Then, grabbing the Touch controller (which is the submesh, and has a translate constraint on the Z axis), you can see the hand pose snaps into the initial location correctly, but as the object is moved while grabbing, the hand pose remains static.
Another quirk of the hand grab pose component I've noticed with this setup is that the snap position of the pose when using "Snap Pose to Object" is that the snap position appears to be relative to the primary grabbable. You'll notice that I have set the hand grab pose location to the same relative location offset as the submesh, and by resetting the location to (0,0,0), the pose snaps to the base mesh instead. Not a huge issue of course but worth flagging!
Again, appreciate the reply, thanks so much!
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