On and off, for the last couple of weeks, I've been trying to set up my own custom hand in Unity to no avail. I'm really banging my head against the wall, and would greatly appreciate any help from someone who has successfully achieved this.
I've built my own custom hand model in Maya and skinned my mesh to the skeleton that is used with the Steam VR slim gloves. At this point, everything is working fine.
Then, I bring my hand FBX into Unity where I set up a new prefab. I order all of the joints and aux joints, correctly (thumb, index, middle, ring, and pinky). I bring my new prefab into the existing prefab of the slim glove that is linked to the right hand of the player controller.
I remove the root and mesh of the glove, and replace it with the root and mesh of my custom hand. I then link my root up in the relevant script (forgot the name as I'm not at my own comp). Everything is fine at this point.
The first issue I notice is when I go the the fallback game object with the pose behaviour script on it. When I test either the relaxed, point, or fist poses, my hand mesh is misaligned. When I say misaligned, my fingers and thumb are all over the place
To rectify this, I created my own poses for these actions that show my fingers and thumb aligned correctly when I turn on the preview.
However, as soon as I play the game my hand's fingers and thumb are still misaligned. The hand is positioned in the correct place in relation to the controller, and it responds to opening and closing when I press the required button on the controller. It's just the fingers and thumb that are out of place.
Does anyone have any suggestions? Anyone encountered this issue?
I'm very interested in this too as I was planning to bind my own mesh to the SteamVR hand rig in the future in hope to avoid recreating all of my poses again from scratch.
I'm using the Vive as my HMD.
On and off, for the last couple of weeks, I've been trying to set up my own custom hand in Unity to no avail. I'm really banging my head against the wall, and would greatly appreciate any help from someone who has successfully achieved this.
I've built my own custom hand model in Maya and skinned my mesh to the skeleton that is used with the Steam VR slim gloves. At this point, everything is working fine.
Then, I bring my hand FBX into Unity where I set up a new prefab. I order all of the joints and aux joints, correctly (thumb, index, middle, ring, and pinky). I bring my new prefab into the existing prefab of the slim glove that is linked to the right hand of the player controller.
I remove the root and mesh of the glove, and replace it with the root and mesh of my custom hand. I then link my root up in the relevant script (forgot the name as I'm not at my own comp). Everything is fine at this point.
The first issue I notice is when I go the the fallback game object with the pose behaviour script on it. When I test either the relaxed, point, or fist poses, my hand mesh is misaligned. When I say misaligned, my fingers and thumb are all over the place
To rectify this, I created my own poses for these actions that show my fingers and thumb aligned correctly when I turn on the preview.
However, as soon as I play the game my hand's fingers and thumb are still misaligned. The hand is positioned in the correct place in relation to the controller, and it responds to opening and closing when I press the required button on the controller. It's just the fingers and thumb that are out of place.
Does anyone have any suggestions? Anyone encountered this issue?
I'd really appreciate any help on this.
Kind regards,