Full body tracking through Oculus runtime?
I am building a VR installation that demands full body tracking. Currently it's built with Unreal Engine and uses Vive Trackers and an IK system for the MOCAP. However, I'm hoping to incorporate face and hand tracking from the Quest Pro, in combination with the full body tracking, for even more immersion. This raises a lot of technical issues and I was wondering if someone here could shed some light... 1. Is it possible for Oculus runtime to access Vive trackers? Or is this strictly SteamVR? And if it is SteamVR, is it possible to have two runtimes communicating with each other or is this impossible? 2. So if the Vive trackers are impossible... What full body solutions exist for Oculus runtime? Is it possible to use something like SlimeVR (I read that this was also SteamVR). Would a MOCAP suit, like Perception Neuron, work? Is there another solution I'm missing? In short... How the heck do you get a full body capture, including hand and face, on the Quest?Solved4.6KViews0likes3Comments