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[Feature Request] Index Controller support (Finger tracked controller in general) #57
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Hey Stephan,
I’m hoping to get the index soon as well, so far my experience with finger
tracking has been with what oculus touch controllers can do. They track
much less but i went down a similar road as you suggest here. It’s clunky
to be honest.
A little while ago i added support for supplying meshes for arvr nodes, i
still want to rewrite the openvr plugin to make use of that. What i’m
thinking about is to also add skeleton support. That would allow us to
animate a hand skeleton.
Also openvr added gesture support, openxr has that also so it’ll be
interesting to add that to godot aswell.
Until I actually have controllers and can play with the sdk I won’t be sure
what the best approach is but suggestions and help is more then welcome
On Sat, 29 Jun 2019 at 2:55 am, Stephan Lanfermann ***@***.***> wrote:
I would like to figure out if and how it would be possible to support the
new Valve Index Controller (aka Knuckles) within Godot.
If you don't know what these controllers are, you can find out more here:
https://store.steampowered.com/app/1059550/Valve_Index_Controllers/
The basics are: Individual finger tracking, grip can be pressed with
dynamic strength.
Joystick + trackpad, discrete face buttons.
I don't know what the best place to start would be but I imagine it should
be the OpenVR plugin right here, as I think the basic ARVRController class
in Godot has everything needed to make the Index controller usable in a
fully featured way, even though the interface might not be very convenient.
Probable TODOs:
- separate trackpad and joystick into different joysticks with
independent axis
- map face buttons and joystick click to independent button presses
- map fingers to independent additional joystick axis (rest on
controller without pressure = 0.0, go positive or negative with added
pressure or spread fingers)
What I'm not quite sure about is how one could identify what type of
controller is used.
As I have the hardware I wouldn't mind helping in actually implementing
this, with the following caveats, I am a developer but:
- only very minimal C++ experience
- no GDNative experience
- Full-time employed and constrained for time (But aren't we all?)
This is a serious offer but I would probably need some on-boarding.
Dev hardware for the index controller was shipped to a lot of VR devs so
I'm looking into what to do to get some for the core developers of this
module.
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In that case we should probably find out what the smallest common denominator between Oculus and Index controllers finger tracking is and build a class with an interface based on that first and then work on the Index specific interface that has even more functionality. |
Couldn’t agree more because ideally we want to add logic to the godot core
that will work with a variety of controllers. Another to look into are
devices like leap motion. So far i made their driver completely separate
from the work i did on arvr controllers but ideally they should just be
implemented as part of this structure.
I haven’t had time yet to read up on the openvr sdk changes to really form
a good picture of what this solution should look like...
On Mon, 1 Jul 2019 at 4:57 am, Stephan Lanfermann ***@***.***> wrote:
In that case we should probably find out what the smallest common
denominator between Oculus and Index controllers finger tracking is and
build a class with an interface based on that first and then work on the
Index specific interface that has even more functionality.
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What do you mean by gesture support? Do you mean the individual finger summary data? |
In general I would like to now how this is being implemented now as apparently this is also an initiative by the Godot core team now as they were contacted by Valve. |
@DerRidda still looking into it. Just rounded off rejigging the openvr plugin to use godot-cpp to clean a whole bunch of code up and finally get meshes to load asynchroniously instead of having the nasty hickup when controllers got turned on. Need to start playing around with the SDK and start thinking about what I want to do. I'll be sure to do some writeups after I've done some experimenting so you guys can provide feedback before we get to far into a solution |
Hey @BastiaanOlij got a quick question has Valve index controller support been added to this plugin yet? Curious as I have the index controllers and I am making a game with them. :) |
Still working on the new action logic and supporting skeleton hand support
so you can use some of the new features. But the controllers work fine with
all the standard features, i’m really loving them, they are imho the best
controllers on the market at the moment.
On Mon, 20 Jan 2020 at 8:18 am, Benjamin Stanley ***@***.***> wrote:
Hey @BastiaanOlij <https://github.com/BastiaanOlij> got a quick question
has Valve index controller support been added to this plugin yet? Curious
as I have the index controllers and I am making a game with them. :)
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Thank you for the information @BastiaanOlij :) |
Hello @BastiaanOlij! Could you give a short status report on the skeleton hand support? I am working on a repository that should help VR developers getting startedand really want to include this feature. Any way i can support you in this? |
You guys are magnificent people. I love the work you all are doing.
…On Tue, Mar 24, 2020 at 10:28 AM MathiasBaumgartinger < ***@***.***> wrote:
Hello @BastiaanOlij <https://github.com/BastiaanOlij>!
Could you give a short status report on the skeleton hand support? I am
working on a repository <https://github.com/boku-ilen/godot-vr-toolkit>
that should help VR developers getting startedand really want to include
this feature. Any way i can support you in this?
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Hi Mathias,
I’m rounding off a small change around boundaries and then i’ll be working
on the hands system.
We had sweeping changes introduced here in Sydney due to COVID over the
weekend that i have to deal with first though.
Best way to help right now is to test as much as you can on the large
changes around actions as the skeleton system is build on top of that.
On Wed, 25 Mar 2020 at 1:28 am, MathiasBaumgartinger < ***@***.***> wrote:
Hello @BastiaanOlij <https://github.com/BastiaanOlij>!
Could you give a short status report on the skeleton hand support? I am
working on a repository <https://github.com/boku-ilen/godot-vr-toolkit>
that should help VR developers getting startedand really want to include
this feature. Any way i can support you in this?
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This is now being implemented in #84 |
I would like to figure out if and how it would be possible to support the new Valve Index Controller (aka Knuckles) within Godot.
If you don't know what these controllers are, you can find out more here: https://store.steampowered.com/app/1059550/Valve_Index_Controllers/
The basics are: Individual finger tracking, grip can be pressed with dynamic strength.
Joystick + trackpad, discrete face buttons.
I don't know what the best place to start would be but I imagine it should be the OpenVR plugin right here, as I think the basic ARVRController class in Godot has everything needed to make the Index controller usable in a fully featured way, even though the interface might not be very convenient.
Probable TODOs:
What I'm not quite sure about is how one could identify what type of controller is used.
As I have the hardware I wouldn't mind helping in actually implementing this, with the following caveats, I am a developer but:
This is a serious offer but I would probably need some on-boarding.
Dev hardware for the index controller was shipped to a lot of VR devs so I'm looking into what to do to get some for the core developers of this module.
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