tutorials/xr/openxr_hand_tracking #302
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It's worth noting that Godot Humanoid Skeleton does not contain all bones used by OpenXR for hand tracking and you can add them to your rigs:
You can see all OpenXR bones in specification, just be aware that OpenXR uses different bones orientation which Godot translates automatically from runtime data. You need these bones to have more control of your hand meshes. For example, if you enable hand tracking with XRHandModifier3D and set its mode to rotation only, proximal bones positions will be modified by rotation of parent metacarpal bones - which will expand or squish your palm, depending on player’s hands. To have true rotation-only tracking, you will need to lock these metacarpal bones in rest pose (disable “Pose enabled” in bone settings). This will make sure root of proximal bones will be positioned exactly like in original mesh. |
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tutorials/xr/openxr_hand_tracking
Introduction: When discussing hand tracking it is important to know that there are differences of opinion as to where lines are drawn. The practical result of this is that there are differences in ...
https://docs.godotengine.org/en/stable/tutorials/xr/openxr_hand_tracking.html
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