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New Participant
May 25, 2018

Oculus Go arm and hand instead of remote.

I would like to integrate a full left or right arm with hand animations. I am trying to just make a simple scene that I can move to a cube and pick it up. Any idea on custom remotes? 
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3 replies

Participant
May 26, 2018
We are trying to the same over here. Unfortunately, to no avail. Hope mod comments. They’ve been very helpful. 
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New Participant
May 26, 2018
first am not yet using a OculusGO for developement, still on GearVR.

Regarding a full arm/hand - with the Oculus Utilities alone... i guess that just wont work at least for me it didnt.
Now with a hand model being displayed as the controller, that alone wont make you happy as there are some things you might want like custom hand poses (to note is that when using the OculusAvatar you get actual hand models that hold the Controller but thats just it, no grabbing of objects no grap poses on mobile).

Now there is something i found that proved to be pretty useful and its free as in MIT Licensed
This comes with a Grab example for gearVR (am sure with a lil bit playin around you guys can get it to work with OculusGO as well).  Now its not perfect but it does the job, at least with it you can use custom hand/arm models and use animation poses, the best part the code is easy to understand and to expand along with it being rly just small scripts.
Still since i didnt figured yet out how to get grab offsets integrated (u need those so you properly grab things like weapons..)

am looking for another way and that is VRTK
the latest from github, once i figure it out i will share my progress, from what i have seen it should work( if not i might have to return to the gearVRControllerKeyturn and just make weapons and sorts autopickup).

Well i hope this is/was useful for some of you.
New Participant
May 26, 2018

vatory said:

first am not yet using a OculusGO for developement, still on GearVR.

Regarding a full arm/hand - with the Oculus Utilities alone... i guess that just wont work at least for me it didnt.
Now with a hand model being displayed as the controller, that alone wont make you happy as there are some things you might want like custom hand poses (to note is that when using the OculusAvatar you get actual hand models that hold the Controller but thats just it, no grabbing of objects no grap poses on mobile).

Now there is something i found that proved to be pretty useful and its free as in MIT Licensed
This comes with a Grab example for gearVR (am sure with a lil bit playin around you guys can get it to work with OculusGO as well).  Now its not perfect but it does the job, at least with it you can use custom hand/arm models and use animation poses, the best part the code is easy to understand and to expand along with it being rly just small scripts.
Still since i didnt figured yet out how to get grab offsets integrated (u need those so you properly grab things like weapons..)

am looking for another way and that is VRTK
the latest from github, once i figure it out i will share my progress, from what i have seen it should work( if not i might have to return to the gearVRControllerKeyturn and just make weapons and sorts autopickup).

Well i hope this is/was useful for some of you.

Thank you for the detailed info. I really appreciate it!