I use joints plus joint radius to build pentagon tubes for the hand
mesh. It's fast, looks decent, is easy to work with, and is consistent
across platforms. It looks like the Oculus runtime is reporting joint
radius as half size or something. My fing...
So I've got code that uses the OpenXR hand tracking extension, and it
works perfectly with HoloLens 2 and the Leap Motion layer. On Quest, I
can see the extension, xrGetSystemProperties reports it as available, I
have the manifest settings configured...
I'm working on a Mixed Reality library called StereoKit, and I'm
currently in the process of porting it to Android/Quest. I've made a
fair bit of progress, and the native component of my library does in
fact compile and run on the Quest 2!However, my...
v28 just dropped for me today, and the joint scale look a lot better
now!Unfortunately now the joint orientation of the thumbs look like
they're rotated inward towards the other fingers by about 90 degrees. My
finger tubes have a coloration differenc...
@johnkearney I guess I would also add, I've chatted with at least 3
other OpenXR devs that have run into blocking issues with hand tracking
on Quest. I don't know for sure they're seeing exactly the same problem,
but at least one of them sounded a lo...
I just snipped out any piece of the logs that mentions hands. Some of it
looks relevant, but I'm not too clear on what it means! If there's
anything in particular you'd like more detail about, let me
know.----------- xrCreateInstance [start] --------...
Hey there! Just updated to the latest 1.0.13 drop today, so I'm peeking
at this again.1 should be good to go. Hands work great in the home
environment, I can see my hands bringing up the guardian boundary inside
my app, and can trigger the home gestu...