Where to put OVRCameraRig on the avatar?
In my work on avatar control I have experienced that the head-model in OVRCamerRig (and its predecessor) changes almost every SDK release. I am now migrating to 0.4.4 and again things work differently from 0.4.3 somehow.
Does somebody know the answer to the following questions?
- Where to put the OVRCameraRig on the avatar?
I did put it on the neck bone of the avatar. The CenterEyeAnchor would then be projected on the (middle) eye position.
- How is the local position of the CenterEyeAnchor calculated?
I think there is still a head model in there somehow, which is clear when using the DK1. But how does it work with DK2?
- What are the dimension of the head model? Is is a (0,0.15,0.13) vector?
What I actually want is that the eyes of the avatar are always at the same location of the Left and RightEyeAnchor.
- Can I change the head model?
Because it is a challenge when the head model (vector from neck bone to the eyes) differs from the head model of the OVR camerarig.
Does somebody know the answer to the following questions?
- Where to put the OVRCameraRig on the avatar?
I did put it on the neck bone of the avatar. The CenterEyeAnchor would then be projected on the (middle) eye position.
- How is the local position of the CenterEyeAnchor calculated?
I think there is still a head model in there somehow, which is clear when using the DK1. But how does it work with DK2?
- What are the dimension of the head model? Is is a (0,0.15,0.13) vector?
What I actually want is that the eyes of the avatar are always at the same location of the Left and RightEyeAnchor.
- Can I change the head model?
Because it is a challenge when the head model (vector from neck bone to the eyes) differs from the head model of the OVR camerarig.
