02-07-2017 02:19 AM
02-09-2017 04:54 PM
02-24-2017 03:03 AM
02-24-2017 07:12 AM
02-24-2017 09:43 AM
02-25-2017 05:49 AM
02-27-2017 07:32 AM
juanoldinho said:
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.
03-07-2017 06:16 AM
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.
03-08-2017 02:13 AM
04-25-2017 01:35 PM