[=;204735]
Had a look and I think it is a good starting point. Couple of points:
-The shrunk package is a much better size ![]()
-Consider renaming and grouping all of the character content into a convenient folder name such as Content/TPHydra so you can drag and drop it and easily remove it if you need to (otherwise it mixes with your project content folders and removing cleanly becomes difficult). As it is you either replace the assets you have (e.g. third person template) or you need to rename things and go through fixing link errors in the blueprint, which isn’t ideal IMO.
-Love the use of UMG, something I should start doing as well, much cleaner debug.
-Your calibration is an interesting approach, might be better than T-pose in some instances as shoulder mid point is more easily controllable.
-Left hand orientation seems to be 45 degrees off
-For VR (not sure if is something you were aiming at) Calibration does not take into account your sitting/standing height, might want to have the oculus have a reset orientation call at that instance to sync them together.
Overall good job, depending on what you want to do with it, some fixes/adjustments could enhance it.
[/]
Thank you for the input! I’ll look into doing some renaming later on once I finish getting the arm size calibration setup working. Been having a hard time getting socket locations in a good way during calibration. I mainly put up for people like me a couple of weeks ago that were having a hard time starting up and getting something working. way, they have at least a semi functioning template to go off of that they can tweak and alter and learn from ![]()
I do plan on doing with the rift in mind, but I sold my dk1 to get the dk2 so I just have to wait till paycheck to finish the preorder since it ready to ship. I’m going to wait for that to come in before I do any minor tweaks to the hand placement/orientation but I wanted to get some of the major things done in the meantime (arm length calibration mainly).
Since I don’t have my rift right now, it’s hard to program the height of the character and such using those variables without being to actually test it lol. So it’ll have to wait till I get mine and then I’ll package it all up again and stick it on here for people as the template character to play around with.
Thanks again for the input like usual ! Yeah, the UMG setup helped a lot when I was debugging the hand placement and orientations comparable to the hydra positions. Made getting far a breeze once I got movement going lol!