And more opaque will make it dominate the view and make the hands more solid than the ghost controllers. Very dark texture would not look so weird because the lack shadows etc. I think you should make the mesh dark (black or dark grey) and much more opaque than the default ghost controllers. I just added a lot of code at once for the hand rendering and I must’ve broken something.Īs a bonus, we can add a nicer hand mesh later, but beware that this “post-processed” rendering is unaware of lighting so it will always look a little weird. I’m finally sort of able to use the direct interaction mode and it feels more natural now that the orientation is more in-line with the hand, but still needs some adjustments.Īlso, one major issue I’m having now is that I somehow broke Ctrl-TAB, it now crashes the game, I’ll have to investigate this ASAP. Super helpful to tweak that “ray” orientation. I’ve started a configuration UI so that parameters can be updated in real time instead of having to Ctrl-TAB out and back into VR. Oh also, this only works for DX11 now, but I think I know of an easy way to make it work with DX12 later on. As a bonus, we can add a nicer hand mesh later, but beware that this “post-processed” rendering is unaware of lighting so it will always look a little weird. It’s not super aesthetic yet (it’s just a bunch of RGB cubes) but it shows the joints location which really helps for debugging and coming up with the calibration. Not sure yet WHY there are two right hands I have to debug! You can see the controller model hidden behind. I’ll help with testing if it helps… I should be ready to test after the weekend, once I get the mount done and set up.Īrticulated hand skeleton rendered inside the game. If it works, everything else, like working hands, is a bonus. As far as I understand the minimal acceptable functionality is almost there, needing more adjustment with offsets basically. You made the most amazing progress already, and it’s a very promising proof of concept. I’m very eager to see it work and I really hope it will be a solid and smooth experience, but obviously you can’t be held responsible if you’re short on time or hit a technical brickwall to make it work well. I bought the device, knowing the risk, as I’m sure others would too. It’s always prudent to make such disclaimer, but I think that’s very clear to everyone involved. I just want to be sure I say that before people start buying devices here and there and hold me accountable for their expenses if the project fails! In other words, there’s still a chance we won’t get this to work perfectly. It’s definitely a risk to keep an eye on let’s start a DM thread so we can discuss beta testing without spamming the forum! I have no clue how the hand tracking (both the additional processing done by Leap itself and the overhead of the API layer) affects the game performance. There’s one aspect I totally forgot to mention, and I’ve done 0 work on it: performance. If I can get that to work, I’d love for someone to look if there’s a way (even hack) to disable the existing controllers visual so that we only see the hands drawn by the OpenXR API layer. If I can get that done, it will make tweaking the config file much much easier (plus it might solve 2 issues at once, giving nicer visuals). For that reason, I am currently (well, at night) investigating drawing the fully articulated hands in the application, which I managed to do in the API layer for an unmodified OpenXR sample, but not working properly yet with MSFS. I’ve tested the direct mode (button B) and it wasn’t as great as I thought, but I think it’s because it needs more calibration with the hand ray position (which is very difficult to do “blindly”). I might find a way to intercept the window handle and simulate it another way. On the 4 actions, I think they are doable, Windows key might be challenging however because it’s technically not handled by OpenXR but by the system instead. I already have an option to fully disable one hand or the other, but it’s obviously not great for playability. And this might actually help with the yoke issue! As you mentioned, with the fingers getting obstructed, this might be all we need to avoid virtual yoke interference. It does appear to lose tracking once in a while when doing certain specific gestures, but still acceptable. Don’t buy from Amazon they are mega overpriced there for some reason! I’m using a simple “command hook” sticky strip to mount in on my headset (though I am using an Acer headset for convenience, which has a nice flat surface for sticking, Reverb might be a different story…). The device I’m using is the base Leap Motion Controller (the one that is $89 USD MSRP, though I got mine off eBay for $60 USD). Thank you both for all the input, this is exactly what I needed!
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