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Forcing remote Avatar 2 hands to follow their transform.

Evrience
Honored Guest

Skinning mechanism of Meta Avatars 2 don't seem to play well with precise hand tracking and it seems that quite a bit of function has been sacrificed for form. I get why. Forcing the hands to follow the player's exact location can result in freaky looking avatars - especially with standing avatars from seated players. 

But some multiplayer gameplay simply requires accurate representation of player's hands, like apps with grabbable objects. It breaks a lot of immersion when you see another player handling an object while the interacting hand is in a completely different location than the object.

I'm surprised there doesn't seem to be a quick fix to force the skin's hands to follow their true position, despite the risk of it looking unnatural. What I've tried:

  • Tweaking around with arm blending in OvrAvatarAnimationBehavior didn't do anything
  • Setting the anchoring state to AnchorToHeadset or AnchorToHeadsetDynamicCrouching fixes it, but causes feet to clip in the ground or hover above it, dynamic crouching only works in editor and MR (not VR), head rotations seem frozen, chest rotations are glitchy
  • GPU skinning rather than Computed
  • All kinds of hacky changes in the SDK's code, which is never good even if it works

Has anyone found any doable fix?

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