I want to animate a gltf object manually.I get my object using something
like "composition.getNodeByName("myobject_gltf")"How can I parse and
modify the transformations of each node individually?
Hi allI make a new node module for dk2,It give access to the oculus in
two way1) give access directly to 0.4.1 function ( same function call,
like ovrHmd_Create, ovrHmd_GetTrackingState ect ... )2) or give access
with the same interface as WebVR , se...
Thanks but ShortBar is a GLTF node, not a GLXF nodes.My GLTF's are
complex mechanisms that can be hard to convert into GLXF components (can
be difficult,I think, maybe it can be my solution ?).I already do
something like val shortBar: clock=
composit...
To be more clear, let's say that I have a clock face, and I want to set
the time (see simplified gltf below).How can I set the ShorterBar and
LongerBar rotation dynamically?The gltf is referenced in my
composition.glfx. Note that in my real applicati...
I use it, and it does the job for me...My only wish is to have a virtual
controller in castinputforward. Gaze is not enough, and I should
reconfigure the helmet (remove hand tracking and remove batteries from
my controller) whenever I want to use it....
Hi,First thank you for this fantastic software. ( I wanted to develop
something similar, but using threejs, node-webkit and a oculus dk2 addon
that I wrote
https://developer.oculusvr.com/forums/viewtopic.php?f=26&t=13928 )How
about some virtual scree...
He wwwtyro, if you still develop with node, threejs and cannonjs .... my
node addon is pure addon (need only a single source) and give access to
all dk2 interface and also simulate the webvr interface (you can choice
witch interface you prefer), dk2 ...