VR Hands Solver

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Hands solver for arms and fingers animatoin in VR

  • Supported Target Platforms
  • Supported Engine Versions
    4.21

Description


The plugin includes two components and one animation node.

  1. Custom Hand Skeletal Mesh component for implementing hands in VR. Fingers solver allow to switch between fingers poses, to trace world to grab objects, to receive input from Oculus Touch/Valve Knuckles/VR gloves (with 1 DOF). It supports skeletal meshes with or without arm bones. See documentation for skeleton requirements.
  2. Body Solver, actor component to predict spine orientation. it's responsible for shoulders placement and hands scaling. Requires two-steps body calibration.
  3. Fingers Solver: animation node to control humanoid fingers at any skeletal mesh (including full-body models) with 3DOF. It works as a separate system and isn't needed for Hand Skeletal Mesh component, but useful to implement unified input from motion controllers with fingers tracking (Oculus Touch, Valve Knuckles) or VR gloves.


Video #1

Video tutorial: fingers solver for any skeletal mesh

Technical Details


Features:

  • input from VR gloves and controllers with fingers tracking
  • arms prediction works in room space VR (360 degrees tracking)
  • easy setup of finger poses
  • fingers tracing to grab objects
  • supports mirrored skeletal meshes

Code Modules:

  • VRHandsSolver (Runtime) 
  • VRHandsSolverEditor (Editor)

Number of Blueprints: 0

Number of C++ Classes: 4

Network Replicated: No

Supported Development Platforms: Windows x64, Linux

Supported Target Build Platforms: Windows x64, Linux

Documentation: PDF

Example Project: ZIP

Executable Demo: ZIP

Important/Additional Notes: Known issue - upperarms can jump around with late update enabled in motion controllers.

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