Oculus Home custom imports with animation
I've created a character using Blender and exported it using the default glTF 2.0 export settings. When imported into my Oculus Home, it looks great. However, if I add any kind of animation, it seems like vertices with more than 1 or 2 bone influences severely distort the skin of the model, almost as if each bone were pulling the vertices in different directions based on the strength of it's influence. It also appears to get worst higher up the model's Y(Z)-axis. Does anyone know how to fix this deformity?1KViews0likes1CommentHow did they create clocks for Oculus Home? How would I make my own design with the time visible?
I understand that Oculus Home objects are gITF and I have previously scripted some stuff to convert OBJ to gITF and successfully imported them into Oculus Home (I'm a business app dev normally, beginner game dev). I'm new to these file formats, though, and can't figure out how Oculus developers created clock objects for Home that work as real clocks. It seems like all the animations I usually see are simple loops, not code-involved "display the current time" type stuff. How did they do that? How could I provide my own model and visual design but produce a working clock? Thanks!525Views0likes0Comments