We are working on integrating a humanoid rig to represent the player in our VR environment. This rig will eventually be scaled to a mech-like avatar. The goal is to map the player's real-world VR movements to the avatar within Godot.
Objectives
[ ] 1. Import and Setup Humanoid Rig: Ensure the humanoid model is properly imported into Godot and set up in the VR scene.
[ ] 2. VR Tracking Integration: Implement head and hand tracking to map player movements to the avatar.
[ ] 3. Scaling Mechanism for Mech Transformation: Prepare the rig for scaling up to a mech, ensuring the rig maintains proper proportions and joint flexibility.
[ ] 4. Testing and Refinement: Continuously test the avatar in VR for tracking accuracy and natural movement.
Key Challenges
Ensuring the rig scales properly without distortion for the mech transformation.
Achieving natural and accurate movement mapping from VR controllers and headset to the humanoid rig.
Optimizing the rig and animations for VR performance, considering the high demand of VR on system resources.
Potential Solutions
Use inverse kinematics (IK) for natural-looking movement approximations, especially where full-body tracking is not available.
Regularly test scaling in the editor and refine the rig proportions as needed.
Performance optimization through asset and animation refinement.
Additional Notes
Focus on making the rig movements feel as natural as possible for an immersive VR experience.
Be mindful of the limitations of our current VR tracking setup.
This ticket outlines the requirements and challenges for integrating a humanoid rig into our VR project in Godot. The implementation will involve several phases, including rig setup, VR tracking integration, and continuous testing and optimization.
Overview
We are working on integrating a humanoid rig to represent the player in our VR environment. This rig will eventually be scaled to a mech-like avatar. The goal is to map the player's real-world VR movements to the avatar within Godot.
Objectives
Key Challenges
Potential Solutions
Additional Notes
This ticket outlines the requirements and challenges for integrating a humanoid rig into our VR project in Godot. The implementation will involve several phases, including rig setup, VR tracking integration, and continuous testing and optimization.