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?1KViews0likes1CommentOculus Home-custom elements
Hi, I imported a custom model component into my private Home but now I can't grab it to move it and try to delete it. I even created new Home to see if it still persists and yes they do. In addiction, I cant' import any complete models because they are too big, I'm trying to reduce them by recalculating the meshes but they still big. I'm using Siemens NX to create the model and Keyshot 10 to transform and reduce the surfaces, but the reducing it is not enough whitout deforming the surface. Has anyone else run into this issue and know of a solution?912Views0likes0CommentsOculus Home import error log?
Hello, I'm not sure if this is the right place for this question. If not, I apologize in advance. I'm trying to create custom 3D models for import into Oculus Home. I've been able to create a fairly complex robotic model with simple bone animations to move the eyes around. This works perfectly when imported. However, as soon as I try to skin any part of the armature with vertex weights, Home crashes with no indication as to why. I've pre-validated the glb (github.khronos.org/glTF-Validator/) and there are no errors. I can load the glb in all of the viewers (gltf-viewer.donmccurdy.com, babylon.js, Three.js, 3D Viewer, etc.) and everything looks good. Is there a log somewhere that I can check to see what causes the crash?968Views0likes1CommentHow do I delete ghost inventory?
Hello all, Introducing myself as a beginner developer.... or kid in a candy store ;-) I was able to upload a couple of items that should not have made it past your rules. Support chat (shoutout for their help) had me do a manual uninstall in safemode. That did fix this one part I am not getting reloaded every time I open inventory. However, the files are still available in my inventory and so causing experience issues still. Question: how do I delete the files, or get them deleted? I can provide file IDs until a bigger fix of allowing for a more throughout deletion. I'm using quest+link files where created in maximo and blender and psp and blender and just blender and just.... once I get past this - errrr learning Unity next, If anyone wants to mentor me :-D579Views0likes0CommentsOculus Home Custom Objects - Broken after app re-open
Hello all, I don't even know if this is the best place to ask but I know that the Oculus support won't help with this. Anyway, in an attempt to bring personal 3D models to oculus home I encountered a weird bug. And I think it is worth saying that as a professional 3D artist I understand the workflow regarding glb file creation and limitations. So after a few (5-6) successful models I started getting this error where, on re-open (take headset off, close oculus app, re-open it), all the newly imported models are clearly being shaded incorrectly. At first I thought it was a problem with mesh smoothing, mesh/map/material tangent space settings, uv islands, uv direction, mesh density, but none of this made sense since models were working fine before. More on that later. Even after talking to an Oculus Home Dev (he doesn't work there anymore) he had no idea of what was going on. He was able to replicate the issue on his end, and all he could say is that 'there is something wrong with the server'. On re-open, the imported models are not local anymore. The server is processing the glb file and doing its thing. So taking this into account and after spending too much time on this, my conclusion is that the server is broken in someway where it just ignores the color space of both roughness and normal maps. And worst, it is randomly doing this, so it seems... If you use Substance Painter to export your glb files, you don't get to choose anything, other than DirectX and OpenGL normal baking. This setting will make the model 'look' different, but not in this way. It will only invert the green channel, which you can change manually anyways. But if you use Blender to export the glb files, you can (and you have to!) choose raw/non-color for both of these maps. Leaving them as sRGB will create the same wrong shading. Anyone else running into this? Thoughts? Ideas? I can share the foot model, in case someone wants to test it out. Some images: Dev trying the foot model himself:746Views0likes0CommentsHow 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!526Views0likes0CommentsSolved!: 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.1.2KViews0likes0CommentsHow Insert 3d model with script into oculus home
Hi, i'm working on a project with my mates. We want to put 3d models with script on our home but for the moment we only arrive to import models, but nothing more. We played a bit with the longbow and the gun. We tried sabers and we wanted to do the same with others objects. There is no tutorial or documentation for that, or i'm bad and i didn't search enought. If you have a solution or a track for my problem, i'm happy to share the solution after if i found good one. Thanks guys !482Views0likes0CommentsCustom Oculus Home Lighting (and Blender 2.8)
I have been wrangling with a problem implementing emissive lighting on my textures in a custom home for the last week and am hoping someone can shed some light (pun intended). I have 'Oculus_Wall' type textures working well, reacting to the Internal Lighting slider, but the same node setup on custom textures without the 'oculus' tag does not react to light sliders when I export as a glb from Blender 2.8. I've come to a standstill after trying the following test. Using the 'Cafe' custom home example, I noticed that the wood textures used emissive light that reacted to the Internal Lighting slider. I imported the Cafe GLB into Blender 2.8, then exported it back out with no changes. This process stopped the wood textures reacting to the internal light slider. I'm assuming this is probably a bug of the GITF implementation for Blender, but wondered if anyone has succeeded in implementing this variable lighting with a Blender workflow, and if so, what steps am I missing? Any help, examples, or pointers to discussions on implementing lighting within Oculus home appreciated.2.5KViews0likes7CommentsIs there a way to disable Oculus Home autostarting?
During development, whenever I put on the HMD for testing, first I get an "empty compositor" that only shows the Oculus dashboard with Explore, Library, Store, Social and so forth. This also has "Home" and "Desktop" - so if I want to enter Home, I could simply click "Home". But I actually almost never want to start up home. Unfortunately, after a brief moment (probably a loading time), "Home" opens up. Is there a way to disable this, so "Home" only opens up when I click "Home" on the dashboard? I wouldn't mind completely getting rid of Home if that's easier - but just not automatically loading it would be fine.2.9KViews0likes5Comments