How to rig custom hand model for hand tracking
Hi there guys,
I have been looking into the documentation on how to track hands, but it's all listed from a code perspective whilst I was trying to do it from art asset/3d modelling perspective.
I was taken to this page: developer-oculus-com/downloads/package/oculus-hand-models
Which has the hand models I believe, in which you can essentially reverse engineer the models and re-rig them. The problem I have here is, the files are specifically for Maya, but I instead am a 3dsmax user.
Does anyone know of any way to rig a custom model on to the hand tracking rig, using a 3d modelling package? And where I might get access to the source files, e.g the skeletal mesh?
I am pretty nifty with 3d, so if I had the skeletal mesh, I could try rigging it to my own custom model using the 3ds max rigging tools, but I am not sure if this is supported.
Please let me know or point me to any resources if possible please :)
Thanks!
I have been looking into the documentation on how to track hands, but it's all listed from a code perspective whilst I was trying to do it from art asset/3d modelling perspective.
I was taken to this page: developer-oculus-com/downloads/package/oculus-hand-models
Which has the hand models I believe, in which you can essentially reverse engineer the models and re-rig them. The problem I have here is, the files are specifically for Maya, but I instead am a 3dsmax user.
Does anyone know of any way to rig a custom model on to the hand tracking rig, using a 3d modelling package? And where I might get access to the source files, e.g the skeletal mesh?
I am pretty nifty with 3d, so if I had the skeletal mesh, I could try rigging it to my own custom model using the 3ds max rigging tools, but I am not sure if this is supported.
Please let me know or point me to any resources if possible please :)
Thanks!
