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[支付解决方案] Oculusus Avatar bones HANDS

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    [支付解决方案] Oculusus Avatar bones HANDS

    OCULUS HAND BONES C++
    Hello UE community

    I would like to know if someone can help me on that.
    On the last Oculus AMA I asked Chris Pruet about accessing the bones of the Oculus Avatar but I wasn't able to implement a solution with his answer.
    I received recently a new guidance to do that but my knowledge to access PRIVATE STRUCTURE is not strong enough.
    Can someone with better c++ knowledge can help me with this:
    ******* ANSWER FROM DEV *****

    They will have to update OvrAvatar.cpp with a bit of code. They need to find the PoseableMeshComponent with “hand_left” and “hand_right” in the their names (substring).

    These are in the structure, which is currently private.

    TMap<ovrAvatarAssetID, TWeakObjectPtr<UPoseableMeshComponent>> MeshComponents;

    Once they have the PoseableMeshComponent for the hand, it has an interface :

    UFUNCTION(BlueprintCallable, Category="Components|PoseableMesh")

    FTransform GetBoneTransformByName(FName BoneName, EBoneSpaces::Type BoneSpace);

    They should be able to use the same bone names from the Unity sample to find the bones they want.

    I think that achieves what they are looking for, they just need to write an accessor to find the hand meshs.

    *********** END ****

    Thanks.
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