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Changing the hands mesh in Unity

Audiogamingdev
Honored Guest
Hello, 

We would like to change the hand model and try a full arm rendering, and as such we would like to replace the hands by our own model ?
Since the meshes are generated at runtime is it possible to replace the meshes at all? If yes do you have any pointers on how to do it?

Thank you for your answer!
14 REPLIES 14

juanoldinho
Heroic Explorer
Hi,

Check out the newly released Oculus Sample Framework for Unity:
https://developer3.oculus.com/downloads/game-engines/1.11.0/Oculus_Sample_Framework_for_Unity_5_Proj...

One of the new features is:
  • CustomHands uses low-resolution custom hand models and the Utilities for Unity scripts OVRGrabber and OVRGrabbable to illustrate hands presence with Touch. Pick up and throw blocks from a table using the Touch grip buttons. May be used as a reference for implementing your own hand models.
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gati3478
Honored Guest
I am trying to create a custom grip pose for the custom hand models. I don't know 3D modeling/animation much, but I've tried importing FBX file for the fist pose and editing the join locations, the problem is that the changes are not saved in the exported FBX file. Any ideas how could a custom grip pose can be done with ease?

Ross_Beef
Heroic Explorer
Hi @gati3478, just to be clear - are you taking about using the avatar hands and applying a custom grip pose or using your own custom mesh and doing so?

with the CustomGrip unity sample you should be able to pose the hand model and then drag the object out from the scene graph, creating a posed pre-fab which you can assign as a custom grip pose.

Ross_Beef
Heroic Explorer
@gati3478  - see 'custom poses' here in our docs for a good walkthrough of what I mentioned above re. setting and saving down grip poses.

gati3478
Honored Guest
@Ross_Beef Hi, thanks for replying! No, I know what you're talking about, I've been using that custom grip pose principle before, but since I switched my hands from the user's avatars to the custom model (as given in the Oculus sample projects), it requires separate animation models for each pose (which are given in FBX files in the sample). I've been trying to edit that given pose, but unsuccessfully.

Audiogamingdev
Honored Guest


Hi,

Check out the newly released Oculus Sample Framework for Unity:
https://developer3.oculus.com/downloads/game-engines/1.11.0/Oculus_Sample_Framework_for_Unity_5_Proj...

One of the new features is:
  • CustomHands uses low-resolution custom hand models and the Utilities for Unity scripts OVRGrabber and OVRGrabbable to illustrate hands presence with Touch. Pick up and throw blocks from a table using the Touch grip buttons. May be used as a reference for implementing your own hand models.


Thanks for the answer!

In the text for this demo it says that one should look into the Oculus Avatar SDK to change hand models and if it's not possible the demo would be a good starting point.

So basically if I want full arms I kinda have to bypass the Oculus Avatar SDK and do something like I see in the demo? I also can't really see anything about hands on the avatar SDK I've downloaded, is it directly in the code?

masterchop
Protege

gati3478 said:

@Ross_Beef Hi, thanks for replying! No, I know what you're talking about, I've been using that custom grip pose principle before, but since I switched my hands from the user's avatars to the custom model (as given in the Oculus sample projects), it requires separate animation models for each pose (which are given in FBX files in the sample). I've been trying to edit that given pose, but unsuccessfully.


Did you manage to edit the animations? i would like to create my own animation too using the hands

gati3478
Honored Guest
@masterchop Unfortunately, I could not. Every change I make to the locations and rotations of the joints are not present in an exported FBX.

masterchop
Protege
What i did was to use the hand helper script to find the positions i was looking for. Once i did have them i just copy the prefab and assigned when i grab an object. its useful the problem its that it takes time to mold the hand to the proper possition, we need some sort of leap motion integration to make this process easy.