Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Generic VR controller 3d model #72

Open
dantman opened this issue Jan 7, 2019 · 2 comments
Open

Generic VR controller 3d model #72

dantman opened this issue Jan 7, 2019 · 2 comments
Labels
enhancement New feature or request feature Feature future Probably won't be done till all the core issues and small features are done

Comments

@dantman
Copy link
Owner

dantman commented Jan 7, 2019

Right now the player's hands are represented by 2d graphics. It would be nice to have some better representation of the player's hands.

Unfortunately in an overlay we cannot do animated 3d graphics. However it is supposedly possible to display a single static 3d model in place of an overlay. If someone made a nice model of a generic sci-fi VR controller (a simple rounded cylinder, with perhaps a bit of a taper, and an indentation for the trackpad) then I could use that in place of the 2d pill shaped overlay.

@dantman dantman added enhancement New feature or request feature Feature future Probably won't be done till all the core issues and small features are done labels Jan 7, 2019
@InsaneGrox
Copy link

InsaneGrox commented Mar 11, 2022

I might be able to model something for this... though there is one concern I have and that is that VR controllers vary a lot in shape & size... as such I personally think splitting into 2 types would be wise...
The types I'd use would be
Vive/WMR (Long controllers with large trackpads... This would be modeled as you describe)
Oculus/Vive Cosmos/Reverb G2/Valve Index (Short or Medium Length controllers with joysticks and A/B/X/Y Buttons... occasionally with touch sensors/touchpads in addition)

I will also admit I'm not that great at hard surface modeling and prefer soft-surface so this might be difficult for me to pull off... also 3 years late sorry bout that one

I also think using the built in controller models might be a better alternative if possible

@dantman
Copy link
Owner Author

dantman commented Mar 11, 2022

Built-in controller models aren't available. Only the game can tell SteamVR to render those and they're usually rendered in-game. SteamVR's overlays restrict me to either 2d surfaces or a single static .obj with no movable parts, shaders, etc. Not even sure how the textures work yet.
https://vrutilitybelt.readthedocs.io/en/latest/addons/render_models.html#caveats

I wouldn't bother making separate controller models for different controller styles. The overlay's idea is supposed to be grabbing things with your hands rather than fully representing the controller you're holding. In fact long term goal for the Oculus and Index controllers would be to switch over from the controller interaction point to finger based interaction points using the Skeletal Input API (#88).

Something better may be models for the FSS mode and maybe galaxy map in the future. Those areas are voids where the overlay does act like a custom controller you're holding with certain interactions on it. Different than the actual VR controller. At some point I'd like to change the model in those modes to reflect the change in controls. Like having a cross mark with your trackpad/joystick position to represent UI navigation controls they have in those modes.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request feature Feature future Probably won't be done till all the core issues and small features are done
Projects
None yet
Development

No branches or pull requests

2 participants