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
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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!
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