XR Player Controller [05]
Version 5 of my FUll body XR Player Controller
Refining one of the first Prototypes to exist (in 2020) to contain a full body avatar and finger tracking.
Devices tested:
- Oculus Quest 1/2
- Pico 2/3
Technologies used:
- VRoid SDK (Avatars)
- ReadyPlayerMe SDK (Avatars)
- OculusVR SDK
- UnityXR SDK
- PicoVR SDK
First thing I did this round, was fail hard at using Mechanim Animator to handle my Hand Posing. Turns out its just easier and more performant to man handle hand posing with pure C#.
Semi working legs. Check.
You know I had to make sure everything worked with physics. Just incase.
Skeletal Mesh Orientation Mismatch (S.M.O.M.)
S.M.O.M. happens when one mesh skeletal bone structure has incompatible orientations with another set of bones, leading to misalignment when trying to animate or manipulate them consistently.
You can expect to run into SMOM when using ReadyPlayerMe avatars for a full body rig.
However, SMOM is easily defeated with the use of my custom Hand Mapper.
The results, a full body XR controller that dynamically switches between hand and controller tracking. Not something you see often in 2021.
And a simple voice plugin test to move the avatars facial blendshapes.
During development, this gave me nightmares.