Animating legs with Meta avatars
Hi! We are using the Meta avatars for some projects and now we are researching how to activate the legs on the avatars. On both local and remote we can render fullbody avatars (with legs) perfectly nice but I can't figure out how to animate the legs. In the creation info I have activated Leg IK. Except that I can't find anything more about how to activate the IK.5.9KViews7likes17CommentsMeta Avatar and Interaction SDK Hand Tracking Positioning Issue
Issue: While using both Meta Avatars and Hand Interaction SDK, my fingers don't align in certain positions. Pressing a button on a canvas with only the Meta Avatars hands visible is inaccurate and leads to misses or accidental button clicks. I understand I can pass custom data to the Interaction SDK hands but seems like a lot of trouble. Here are examples. Certain angles are worse than others. Certain angles seem to be aligned well.3.1KViews3likes4CommentsMeta Avatars SDK (Feedback/Issues)
Do you have any feedback and/or issues in regards to the Meta Avatars SDK? Use this place to discuss, as we'll have members of the engineering team reviewing this thread! Read the blog on the Meta Avatars SDK here: https://developer.oculus.com/blog/meta-avatars-sdk-now-available/ Refer to the Meta Avatars SDK documentation here: https://developer.oculus.com/documentation/unity/meta-avatars-overview/69KViews2likes161CommentsTracking position of meta avatar Right hand wrist manually
I need to update the transform of meta avatar Joint Right Hand Wrist based on another game object instead of automatically update. I played with wrist offset to make both transforms identical but its not working as expected. How can I update the transform of wrist as same as a particular object?576Views2likes0CommentsAdd animation to Avatar in Unity
I want to use avatars from Meta SDK as NPCs in an experience that I'm developing, using some Mixamo animations to make them look more alive. However I can't find a way to add an Animator controller to the OVRAvatarEntities. Has anyone done this?4.5KViews2likes6CommentsMeta Avatar Critical Joint Transforms go to zero position after calling LoadUser()
Our application depends upon attaching objects to each avatars hands and head. Unfortunately this means we can't use LoadUser() to update an avatar's appearance if they changed it because there seems to be a bug where the critical joint transforms just fall to the local zero position when LoadUser() is called. ot know where the users wrists and head are now Here are the steps to reproduce:1.7KViews2likes1CommentMeta Avatar Muiltiple precompiled assemblies error in Oculus Integration v44 (new issues in 2022)
I have a Unity project in version 2021.1.3.11f1, utilizing the Unity Asset store Oculus Integration version 44. I used the integration to enable SpaceWarp and the next step for my project was to import Meta avatars, but I ran into an issue that seems to be covered here previously. When bringing in the Meta Avatars SDK version 17.2, I get pre-compiled assembly errors. A previous post on the Meta forums had a solution which was to exclude the newtonsoft.Json.dll which came with the Avatar package, but this was with Oculus Integration v35 and seems to no longer work (https://forums.oculusvr.com/t5/Get-Help/Meta-Avatar-Error-Multiple-precompiled-assemblies/td-p/929944). When attempting to use this solution with all of the newest versions of Meta tech, I have to restart Unity in safe mode and get three errors: namespace 'OvrAvatarTrackingSkeleton' could not be found in two scripts, and 'OvrSpan<>' could not be found in a third. To my knowledge I am using the newest version of each solution here, so I can't understand how they would not work with each-other. If it helps, I only have the Oculus Integration Spatializer and VR components installed from the Unity package.1.8KViews1like3Comments