Closed nosy-b closed 1 month ago
Does your custom shader material fully support skeletal animation? If not, that would explain the issue.
Meaning you must provide a material that is compatible to SkinnedMesh
.
Oooo you re right, it's all good by adding shaderchunks!
#include <skinbase_vertex>
#include <begin_vertex>
#include <skinning_vertex>
#include <project_vertex>
Thanks @Mugen87 !
Description
In WebXR on the Quest 3, I can easily change the Hand material with MeshPhongMaterial for example and specific textures,
BUT when I try to create my own ShaderMaterial it breaks the hand tracking -> They appear at (0,0,0) (with the right ShaderMaterial), and don't follow my hands.
Any idea?
Reproduction steps
Code
// Create a ShaderMaterial ( I even tried the most basic one) // THEN hand1 = renderer.xr.getHand(0); const handModel1 = new OculusHandModel(hand1); hand1.add(handModel1); scene.add(hand1); hand1.children[0].children[0].children[0].material = myShaderMaterial;
Live example
https://whenistheweekend.com/k/hand.html
Screenshots
Version
163.0
Device
Headset
Browser
No response
OS
No response