Additional Tongue Tracking BlendShapes
There are currently seven BlendShapes for tongue tracking which primarily only allow for inwards/outwards positioning. https://developer.oculus.com/documentation/unity/move-face-tracking/#face-blendshapes Some further implementation allowing for simple lateral left and right positioning would greatly improve the potential feature applications. Additional development could include both vertical and lateral manipulation, as well as morphing. This would be in similarity with competing HMD face tracking implementations.916Views2likes1CommentOculus Virtual Environments
Is there anywhere I can find more information on Oculus Home Virtual Environments? I just recently got the Quest and am very excited to see that there are now two options for a Virtual Environment. What really excites me about these environment options is that it implies there would be many scenic options in the future. With that, will users be able to create their own custom environments using tools like Maya, Blender, Unreal Engine, etc? I've got experience developing apps for the Quest so far, and would love to know what the plan is for this? Is it possible today on any devices?632Views0likes0CommentsArchitecture Development
hi, im farhan. Can i ask about Quest Development? I currently pursue my study. We planning to build this 3D environment exactly look like KLCC park. This hardware can capable support this place? if capable, how this can achieve? Any advise for this project?1.6KViews0likes7CommentsSolved!: Oculus Home Animations (and Blender 2.8/2.79) glb exports
I'm attempting to do some basic glb blender key frame animation import to Oculus Home. I have tested with a cube and two key frames. I can successfully import a cube that only has a rotate key frame change. If I try importing a glb file with a scale or translate I get the following error upon Oculus Home import: Failed to upload "" check the model for GLTF validation errors and try again later. The animation still plays properly with the red (!) box around the imported object. The .glb file validates properly at khronos glTF-Validator and donmccurdy glTF Viewer. The glb test file is under 5 KB in size. Examples: https://www.dropbox.com/sh/uy31lx8yclmzcz2/AAAYe2mmfga-3ZT_ZlKckfwoa?dl=0 Anyone have suggestions or success with translation and scale animation exports from Blender into Home? ----- UPDATE!! Wow I finally figured it out. By default blender does CUBICSPLINE animation interpolation, Oculus Home can apparently only play LINEAR animation interpolation. So ignore their documentation that states: "The following animation types are supported: Linear, step, and cubicspline interpolation strategies" After you have finished your animation in Blender, select all of your key frames, then in either the Dope Sheet or Graph editor select the menu: Key > Interpolation Mode > Liner. That's it. Export your glb. Enjoy your working animation.1.2KViews0likes0Comments