Meta Avatars 2 SDK with Oculus Interaction SDK hands
Has anyone fully figured out the process for using the Oculus Interaction SDK synthetic hands as a data source for the Meta Avatar? There have been multiple posts centered around this, but no real solution yet.
Here's a couple of screenshots showing what I'm working on:
In this screenshot, the avatar is mostly synced with the synthetic hand, because both use the hand tracking and Hand positions, and the synthetic hand isn't interacting with anything.
But as soon as the synthetic hand is interacting with something, such as by touching a PokeInteractable, or using a hand pose after grabbing an object, the avatar (because it doesn't respect the Synthetic Hand) clips through any buttons that the user might be trying to interact with, or doesn't follow the hand pose leading to an unnatural-looking grab.
Has anyone actually figured out a complete solution for this?
