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Implement skeleton support #84
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I'll write up some more documentation on the WIKI but the asset now comes with the two required entries in the Here is the right hand scene: So it's inherited from the slim GLTF file that Valve supplies, this is the one without the textures but I have extracted the textures and applied them. I did this purely to save space. So our root node is a spatial node but I have applied our OpenVRPose.gdns script to it so it can be set to our skeleton action The Rootnode is just a spatial the GLTF import adds, next is our skeleton node with the skeleton implemented that is properly setup for OpenVR. Here I have applied our new Action is set to the same Finally you'll see 5 Bone attachments named after each finger. These are nodes that follow the position of each finger tips. |
I have been working on a hand-system support the last days in here https://github.com/boku-ilen/godot-vr-toolkit, where i set different animations made in blender on the inputs for touch and pressed properties of the oculus. Finished this pretty much exactly at the time you were finishing the skeleton support ... Pretty sad timing now 😂 |
Having a generic implementation that just reacts to controller inputs and can therefor be used for any VR platform is still something many will be interested in. I was thinking of renaming my https://github.com/godotvr/godot-vr-common toolkit library to godot-vr-toolkit, have to think of a new name now :) |
I actually am very unaware of how useful my whole repository is, especially since it is all writen in GDScript as opposed to your GDNative c++ code. But if you think that some of my things could be of use I would actually feel honored if I could collaborate. One thing i really missed on the VR-common repository was input on UI on a mesh, so I made something that does work quite reliable. Feel free to contact me if I can collaborate somehow :) |
The more contributors to vr-common the happier I'll be, there is only so much I can do with my attention already spread thin over all these projects. So please feel free to open issues on the repo to discuss ideas you want to add and submit some PRs with additions you think make sense. Do please always ping me on discord or twitter when you do so, I get a flood of emails from github each day as a core contributor to Godot itself and miss a lot that are directed to my own repos. |
For the next person looking for more OpenVRSkeleton documentation: https://github.com/GodotVR/godot-openvr-asset/wiki/OpenVR-actions Edit: I posted the wrong link from my clipboard 🤦 |
@arran-nz you're welcome :) Your link only works if you have an account but documentation can also be found here: https://github.com/GodotVR/godot-openvr-asset/wiki/OpenVR-actions |
This PR implements skeleton support for our plugin. This allows us to present fully articulated hands to the user where OpenVR will provide the information for correct finger placement depending on sensors on the controllers.
There are a few things to round off but this is basically all working :)