aframevr / aframe

:a: Web framework for building virtual reality experiences.
https://aframe.io/
MIT License
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Bad orientation of hand models in hand-controls component. #5570

Open AryehMischel opened 2 weeks ago

AryehMischel commented 2 weeks ago

Hand models used for the hand-controls component do not line up properly with hands on quest 2 (and presumably all devices)

dmarcos commented 2 weeks ago

each controller has different orientation for the real hands and it's difficult to have the proper orientation for all. hand-controls is an old component I no longer recommend. Instead, I recommend switching to regular controller models like oculus-touch-controls or hand-tracking-controls if you want a hand representation. This way virtual and physical controllers will always match. Haptics and proprioception will be also accurate.

AryehMischel commented 2 weeks ago

I get that completely, I think there are two important points to make. 1). If we are not recommending people use the hand-controls then it really should be removed from the aframe school. As of right now, I believe hand-controls are the most popular way that people are implementing VR hands. I say this because there are youtube videos with thousands of views, and it's what people historically used with the super-hands component. I have not been able to test the hand-controls component with other devices, but I wonder if the current orientation of the model is accurate with any VR Controller. From a little experimenting, I found that the orientation of the hands are fine in Quest Two if we set the handModelOrientationX to 0. If we are saying that the hands cannot accommodate all controllers I think it makes sense to prioritize the most popular ones and simply remove this offset. 2). The problem with using either oculus-touch-controls or hand-tracking as a replacement for hand-controls is that far as I can see there is no out-of-the-box way to represent the user's controllers as animated hand models (which is a pretty standard thing in vr). Please correct me if I am wrong! I know it isn't rocket science for someone to take a hand model, create some poses, and animate between them as the user interacts with the controller. However, it does seem like a large barrier for most people who might be trying to create simple VR interactions. I hope this makes sense. Anyways, thank you for your input. I super appreciate this awesome ecosystem you and several others have built and continue to maintain/grow. image

dmarcos commented 2 weeks ago

I'm happy to take PRs here and / or A-Frame school repos. I personally don't use hand-controls