Calling @RaananW & maybe @PatrickRyan.  I have not done any scenes on Quest2 in about a week.  I actually had hands turned off, & I turned it back on.  I ran my scene, and the hands are all crumpled.  After some isolation with one of the scene in the docs, https://playground.babylonjs.com/#X7Y4H8#16, and a restart I still have the following problem:
Can someone please confirm this is a problem on their device too?  Thanks!
             
            
              
              
              
            
            
           
          
            
            
              Working on that 
Oculus has updated their hand-joint-orientation in the last browser update, and @PatrickRyan is working on fixing the hand meshes.
Till then start creating horror games with zombie hands
             
            
              
              
              2 Likes
            
            
           
          
            
            
              Fontunately, I saved my intermediate .blends & wrote down stuff, just in-case.  Kind of wild that I get such very different hands via:
- load the official hands from GLB File
 
- Nuke Tangents / custom split normals
 
- Add Subdivide modifier, viewport set to 2
 
- Add Smooth modifier, factor set to  0.1
 
- Apply modifiers
 
- Limited dissolve of 15% delimited by UV
 
- Nuke UVs
 
- Drop influencers to 4
 
Still have to separate the sections to do multi-materials, so that you get the orange flash when you touch something by hand, but that is survivable.  I do not actually assign the materials in Blender.  That has to be done in code to be dynamic.  I did here just to get the picture.
@PatrickRyan must be cursing @MarkZuckerberg right about now!
             
            
              
              
              1 Like