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v0.1.0-alpha.2 — natural hand animation

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@rubocopter rubocopter released this 22 Aug 17:03
· 47 commits to master since this release

Natural hand animation and aiming polish. The same experimental caveats as alpha.1 apply, and PS VR2 Sense remains the only hardware-validated controller family.

New since v0.1.0-alpha.1

  • Per-finger hand animation driven by the SteamVR skeletal summary: on PS VR2 Sense, Valve Index, and Touch controllers every finger follows its own measured curl, so fingers move independently instead of folding in lockstep.
  • Devices without skeletal input synthesize a natural closing sequence from grip/trigger: pinky and ring start first, middle follows, index stays tied to the trigger.
  • All finger weights pass through an exponential smoother (~70 ms) with a soft deadzone: hands rest fully open and joints move with slight inertia instead of snapping or jittering.
  • Fold axes corrected per hand: the left rig is a Y-mirror of the right, so un-flipped axes curled the left fingers into the back of the hand instead of toward the palm.
  • One plain ±Z fold axis shared by the four fingers removes the widened double middle finger caused by curling around diverging anatomical axes while Ring/Middle share one fused mesh tube.
  • Pinky folds at exact Middle/Ring parity with its axis tilted 15° away from the ring lane, removing the pinky-toward-ring contortion.
  • Thumb frozen at bind pose by decision: its rig chain is too short to reach anything meaningful and no sweep direction read as visible bending on hardware.
  • Interaction laser of both hands uses the SteamVR aim pose with automatic grip-pose fallback when a driver does not provide /pose/aim.

Known limitations (hands)

  • Ring/Middle share one fused tube in the source mesh, so their tips cannot spread independently; the thumb chain is too short to reach the palm flesh, so it stays static during grips.
  • Legacy devices (Vive wands, WMR polling fallback) have no per-finger input: hands follow the synthesized grip sequence only.
  • The full alpha.1 limitations in docs/RELEASES.md still apply.

Install

Double-click Install-PenumbraVR.bat inside the zip: it merges the mod into your Steam installation of Penumbra Overture, backs up every replaced file, and can restore them with -Restore. Launch the game through Steam as usual (SteamVR must be running).

Problems? Open an issue at https://github.com/rubocopter/penumbra_vr_rework/issues and attach the hpl.log.