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Is there a 3D model of the Touch devices?

YvesMartelYvesMartel Posts: 6
NerveGear

Bonjour,

I'm developing a VR module for my Ultrasound 3D dataset editor.  The user can interact with the data using the touch devices, and I would like to show a model of the device in the VR world.  Is there a public domain 3D dataset that already exit of the Touch or do I have to create one?

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Answers

  • FrozenPeaFrozenPea Posts: 2,535 Valuable Player
    Isn't there some in the Touch SDK?
  • kojackkojack Posts: 4,893 Volunteer Moderator

    FrozenPea said:
    Isn't there some in the Touch SDK?
    Despite us being able to code for the Touch controllers, public developers haven't been given any assets.
    But SteamVR has Touch controller models since July!

    That's really disappointing. Valve is supporting oculus devs better than oculus is.

    I don't know the license on using the models for non SteamVR apps, but you can find them here: C:\Program Files (x86)\Steam\steamapps\common\SteamVR\resources\rendermodels\external_controllers
    The models are really high quality too. Over 21,000 triangles per hand and 2048x2048 textures for colour and specular. Every buttons is separated, so you can animate them when pressed.


  • FrozenPeaFrozenPea Posts: 2,535 Valuable Player
    Well isn't that silly! I guess they didn't want to lock down the design but still...can be changed so not really an excuse for it really.
  • EliteSPAEliteSPA Posts: 1,560
    Project 2501
    Kalec84 said:


    "To help you get an idea how it will feel in your hands, I've made these mockups based on pictures from the release. (not 100% accurate, but close enough)

    I have approximated the scale to be about 4 inches wide. (final measurements not yet released)"


    Thanks anyway.


    i7 6700K @ 4.2 GHz | Corsair 16GB DDR4 PC2300 | GTX 1080 Ti | Asus z170-Pro | Corsair RGB Strafe Keyboard | Logitech G27 | Oculus CV1 + Touch + 4 Sensors | Win 10 64 bit | Acer Predator x34 @ 100Hz
  • falken76falken76 Posts: 2,691 Valuable Player
    EliteSPA said:
    Kalec84 said:


    "To help you get an idea how it will feel in your hands, I've made these mockups based on pictures from the release. (not 100% accurate, but close enough)

    I have approximated the scale to be about 4 inches wide. (final measurements not yet released)"


    Thanks anyway.


    What's the difference?  It's not like an end user is going to throw their arms up and stop playing because of the model.  "I can't play this, those mock controllers don't seem to be to the exact scale."  Absolutely NOBODY but the developer would even know there was an imagined issue.
  • YvesMartelYvesMartel Posts: 6
    NerveGear

    Thanks CarbonJames,

    That's exactly what I needed!

    Yves

  • metrocubemetrocube Posts: 55 Oculus Staff
    There is a link to the Touch sample and assets in the PDF guide sent to all devs when you get Touch hardware.
  • CarbonJamesCarbonJames Posts: 50
    Hiro Protagonist
    As metro says there are other models provided, I just found them to be waaaaay to dense for my liking. The models I made are relatively low poly, with some baked in AO lighting. If you need the highpoly ones someone could probably message you the link. I didn't think they were confidential but I don't want to be the one to goof and share them if we're not supposed to.
  • kojackkojack Posts: 4,893 Volunteer Moderator
    A note on those thingiverse mockups: they total 305,101 triangles, are missing two buttons and have no textures. Should be ok for testing though.

  • YbalridYbalrid Posts: 247
    Art3mis
    @metrocube sorry to bring up an old topic like this one but, now that the Touch Controllers are "in the wild" and than anybody can use Touch to make stuff with games engines or directly with LibOVR, can you put that PDF publicly available with theses assets?

    It would be cool to have "official" touch controllers models and basic rigged hands without having to use the whole "Avatar" library?
    CV1+Touch; Running on GTX980 - 4770K - 32GB DDR3

    I'm writing a C++ open-sourcre game engine for the Rift http://annwvyn.org/ - https://github.com/Ybalrid/Annwvyn
    For now it's only used for my student projects at my engineering school http://en.esiea.fr/
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