01-27-2017 09:30 AM
01-27-2017 04:14 PM
01-27-2017 07:25 PM
imperativity said:
Hi,
I am currently looking into this and will advise you on if any of these features are already being considered or road-mapped for future integration.
Thanks for your feedback!
02-03-2017 02:02 AM
Are you talking about using Unity? With C++ you definitely don't have problems 1) and 3). As I haven't looked into custom poses I can't really comment on 2)
weasel47 said:
I'm wondering if Oculus is planning to add new features to the Avatar SDK anytime soon?
A few things that would be nice to have:
1) Make it easy to replace the mesh with a custom mesh, and/or replace the material with custom materials.
2) Make it easy to smoothly transition to and from a custom grip pose. As it is, there doesn't even appear to be a method that can be called to update the pose, I would have to access the variables directly.
3) Make it easy to isolate components of the Avatar (for example, I would like to render a hand in a position that I choose, with only the grip pose being updated by the Avatar system).
I'm sure that I could hack some of these features in myself, but that does not seem ideal (it seems that any hack would need to start out by duplicating a lot of the structure that is automated by the SDK, and my hacks might break if the Avatar system is improved / changed later). Also, I bet a lot of people would find them useful. It would save us from re-inventing a lot of wheels.
I found some discussion of these things already, for example:
https://forums.oculus.com/developer/discussion/46944/custom-grip-pose-question
If any of these are already easy to do (hopefully in a non-hacky way), I would be interested to know how people are handling them...
02-04-2017 05:28 AM