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Feature Request: HTC Vive Hand Tracking SDK Implementation/HMD camera hand tracking, LeapMotion/HandTracking Improvements #339
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I could add it, but I'm not sure how much of a priority would that be. Currently we don't support Vive Cosmos and not that many people have it in the first place. Neos already has a generic finger tracking interface used for all the controllers and Leap Motion, so this wouldn't help with Quest tracking (I do plan on adding that if that's good quality). It just needs a code that takes the finger data from the SDK and translates it into Neos ones. |
The Oculus Hand Tracking SDK was published on December 20th, 2019. A quick analysis showed that it should provide all required data for the Neos generic finger tracking interface. |
I'll get the new SDK and have a look! Do you happen to know if this works only natively on Quest or also with Oculus Link? |
For now, just on Quest- but Oculus has said they're looking into a release of hand tracking for PC headsets like Rift S and Quest with Link! |
Hello, the release as of 07/30/2020 has support for Valve index added, and previous iterations have also added support for this list seems like the list of all steamVR native headsets, so thats pretty cool [1] https://developer.vive.com/resources/vive-sense/sdk/vive-hand-tracking-sdk/093/ |
While definitely not a replacement for a leap motion, it even works on an OG vive to a usable degree. +1 for adding this! Everyone on a Vive/Valve headset would gain hand tracking capabilities. |
I would also love to see this, though as mentioned here; https://discordapp.com/channels/402159838827905024/731903736028332083/749690831635742780 I'd prefer if there was an in-game toggle for it, as it's cool to have every now and then, but if it's constantly on I could see some issues arising in the future, since at least on the Original Vive, I had some major stability issues in testing |
https://www.youtube.com/watch?v=VT6f1Qalye4 |
Added support in 2020.9.5.1190! It's off by default for now, please give it a test and see how it works. |
Before this I wouldn't say it would be worth adding due to tracking quality, but the HTC cosmos has changed the equation some by having better cameras and being more capable of hand tracking than the vive pro was, both the cosmos and pro use the same SDK for hand tracking, however the cosmos has manged to show much better tracking quality according to this video https://www.youtube.com/watch?v=8Hfp3ujuih8 and it seems to be improving over time, if possible I'd love to see this be expanded to all forms of hand tracking built into headsets, including the quest's hand tracking using it's respective SDK as an eventuality.
https://developer.vive.com/resources/knowledgebase/vive-hand-tracking-sdk/
EDIT: Editing this issue to add some extra ideas, I'd suggest making the UI somewhat hand friendly, and allowing for a virtual joystick to be used in-game for locomotion, somewhat simular to this concept I came up with https://cdn.discordapp.com/attachments/477711742001086505/650243389085974549/NeosLeapTest.mp4 , possibly utilizing hand gestures for primary and secondary tool abilities while tools are equipped, and more.
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