Unreal - Use Take Recorder with Live Link for Hand Tracking as Motion Capture?
Hi everyone, I'm trying to record an animation in Unreal using the Hand Tracking of the Quest 3 and 2 as a motion capture and once recorded I need to export the animation for future use. When I record with the Take Recorder, the only things that move are the rotation and location of the Motion Controller Components. I searched for a Live Link connection but found only the tracking for body and face with Quest 2. Is there a function for recording the Skeletal Mesh movements of the hand with the Take Recorder? (I found this Post similar to my question but didn't know how to record the bone transforms.) Is there a Live Link connection for the Hand Tracking? I'm using the Meta XR plug-in and already set it for Hand Tracking only.1.6KViews0likes2CommentsWith OpenXR and the MSFT hand interaction extension, what's the correct way to detect "Menu" button?
I can see that in Quest, interaction_profiles/microsoft/hand_interaction is supported, and this lets me detect the actions /input/squeeze/value and input/select/value. What I can't seem to do is detect when the hand is turned towards the user such that the "menu" button is visible. What is the "correct" way to detect this, so I can handle the menu button with OpenXR?2.5KViews0likes3CommentsI use Autodesk's VRED, but there is an error in Hand Tracking through OpenXR.
I'm using Autodesk's VRED program. The VRED program wants to use Hand Tracking via OpenXR (OpenXR is leveraged because the VRED program does not directly support Quest products) If you try to activate the VR environment through OpenXR using Quest2 and Quest Pro equipment, an error occurs and the program shuts down. Conditions are normally using a cable that supports USB 3.0 or later, enabling developer mode in the Oculus smartphone app, and enabling OpenXR Runtime in the Oculus PC program. VRED is currently using the most recent version of Professional 2024 (16.0.11988). I had the same issue when using the 2023 (April) version. The Oculus PC app version is also using the latest version, 54.0.110.284. Switching Display Mode to OpenXR HMD with Quest Link turned on on on the Quest device in the View option of VRED often results in an error and the VRED program is forced to shut down (sometimes when multiple attempts are made) As for the error report, Date/Time: 2023-06-29 06:50:09 +09:00 Application: VREDPro.exe Error: Access violation - code c0000005 (first/second chance not available) Crashed Module Name: XR_EXT_hand_tracking.dll Exception Address: 0x00007ff859bb6b5f Exception Code: c0000005 Exception Flags: 0 Exception Parameters: 0, 3b4c0000003c You can check these error details. If you check the Callstack Text file, OS-Version: 6.2.9200 () 0x100-0x1 00007FF859BB6B5F (XR_EXT_hand_tracking): (filename not available): OVRInterfaceShutdown 00007FF84C349873 (vrDisplayHandler): (filename not available): vrOpenXRHandTracker::locateHandJoints 00007FF84C3490C5 (vrDisplayHandler): (filename not available): vrOpenXRHandTracker::update 00007FF84C3324D0 (vrDisplayHandler): (filename not available): vrOpenXRHandler::update 00007FF841C16048 (vrKernel): (filename not available): vrOSGWidget::processVREvents 00007FF841935223 (vrKernel): (filename not available): vrController::timerLoop 00007FF85FD9321B (Qt6Core): (filename not available): QObject::qt_static_metacall 00007FF85FD95364 (Qt6Core): (filename not available): QMetaObject::activate 00007FF85FDAAB0C (Qt6Core): (filename not available): QTimer::timerEvent 00007FF85FD9B8E7 (Qt6Core): (filename not available): QObject::event 00007FF85CF7134E (Qt6Widgets): (filename not available): QApplicationPrivate::notify_helper 00007FF85CF7031B (Qt6Widgets): (filename not available): QApplication::notify 00007FF7F44EB582 (VREDPro): (filename not available): vrApplication::notify 00007FF85FD59805 (Qt6Core): (filename not available): QCoreApplication::notifyInternal2 00007FF85FEAB278 (Qt6Core): (filename not available): QEventDispatcherWin32::event 00007FF85CF7134E (Qt6Widgets): (filename not available): QApplicationPrivate::notify_helper 00007FF85CF7031B (Qt6Widgets): (filename not available): QApplication::notify 00007FF7F44EB582 (VREDPro): (filename not available): vrApplication::notify 00007FF85FD59805 (Qt6Core): (filename not available): QCoreApplication::notifyInternal2 00007FF85FD5BB4D (Qt6Core): (filename not available): QCoreApplicationPrivate::sendPostedEvents 00007FF85C81DC9F (Qt6Gui): (filename not available): QWindowsGuiEventDispatcher::sendPostedEvents 00007FF85FEAB622 (Qt6Core): (filename not available): QEventDispatcherWin32::processEvents 00007FF85C81DC79 (Qt6Gui): (filename not available): QWindowsGuiEventDispatcher::processEvents 00007FF85FD5E34F (Qt6Core): (filename not available): QEventLoop::exec 00007FF85FD578AC (Qt6Core): (filename not available): QCoreApplication::exec 00007FF84193A9F7 (vrKernel): (filename not available): vrController::loop 00007FF7F44E040E (VREDPro): (filename not available): safeRun 00007FF7F44DF7B1 (VREDPro): (filename not available): vrCrashHandler::run 00007FF7F44CCC0A (VREDPro): (filename not available): vrMain::run 00007FF7F44C176B (VREDPro): (filename not available): vrmain 00007FF7F44C11D4 (VREDPro): (filename not available): wWinMain 00007FF7F44F639A (VREDPro): (filename not available): __scrt_common_main_seh 00007FF87F797614 (KERNEL32): (filename not available): BaseThreadInitThunk 00007FF87FA426F1 (ntdll): (filename not available): RtlUserThreadStart You can check this out. VRED's OpenVR HMD mode operates normally, but VRED's OpenVR HMD mode operates over Steam VR, so Hand Tracking is not enabled. Alternatively, enabling OpenXR Runtime on SteamVR and operating OpenXR HMD mode will still function normally, but Hand Tracking will not work here either. An error occurs only when utilizing Oulus's OpenXR Runtime. I'm guessing there's a problem when I try to use Hand Tracking. This is because even if you utilize Oulus' OpenXR Runtime, there is no error when you turn off Hand Tracking in VRED's settings and run OpenXR. Does anyone know a solution?2.5KViews0likes1CommentBug Report - Hand Tracking is being Shaky/Laggy (Reproduced on 2 devices)
Hi, after going through the forums, back and forth between Meta Support, they couldn't help me, so I am going to put all the information together here. Hand Tracking seems to work but it's incredibly shaky when staying still. I managed to reproduce this on a Quest Pro and Quest 2 on Link and Standalone. This seems to be exclusive to OpenXR apps, it doesn't happen in the Home environment nor Apps such as First Hand Experience app or at least it's not as noticeable. I managed to reproduce this in the new Aura sample app that got released on App Lab on Standalone. As well as other two barebones OpenXR apps via Link. Here's two videos showing the issue: (I made sure to be in lit environment, so it's not bad lighting) Video #1: https://youtu.be/wBfFyP7Tl10 Video #2: https://youtu.be/08E-BWR4CD0 Version v49 (49.0.0.206.357) on Standalone (Quest Pro) I also tried both the latest PTC version (50.0.0.165.257) and the stable version (49.0.0.170.358) of Oculus PC software on Link, if that matters. My first forums post about this issue: PTC v50 Oculus Link issue - Hand Tracking is shaki... - Meta Community Forums - 1030901 (atmeta.com)5.1KViews4likes8CommentsOpenXR + Oculus SDK (Windows) ?
Hi, I have already developed a C++ app using Oculus SDK & OpenGL and would like to add eyetracking and handtracking to it (for Meta Quest Pro using Quest/Air Link). How could I process ? 1 - can I add eyetracking and handtracking extension using OpenXR without doing any rendering in it (keeping rendering done with Oculus SDK) ? 2- or must I convert the rendering process to do it via OpenXR ? I hope you can help me.1.3KViews1like0CommentsConfused about OpenXR and Oculus
Hey all, im a somewhat beginning when it comes to developing VR. I have some experience using Unity and the XR Interaction toolkit, but with all the news with OpenXR and the PassThroughAPI I would really love to be able to develop for that. However im really confused, do I need the oculus integration in my Unity project still? Or do I purely just use OpenXR, if thats the case I'm having a really hard time finding any documentation on developing oculus with OpenXR that isnt just using the stand OVRRig and such. I know there obseleting there proprietary API's in a year so I really dont want to start working with something that is gone soon. Is is just the Oculus XR Plugin thats getting deprecated, or both that and oculus integration. I'm really excited to start working with hand tracking and PassThrough but im so lost as to where to start currently. Any help would be greatly apreciated.2.8KViews0likes1Comment