K. S. Ernest (iFire) Lee
K. S. Ernest (iFire) Lee
> perhaps the word "simple" will be mistaken as meaning "less sophisticated" and therefore "less accurate"; What do you think of this argument? geometry.basePolygonLaplacian, geometry.basePolygonVertexLumpedMassMatrix, and geometry.basePolygonVertexGalerkinMassMatrix. Rename `simple` to...
Compiles, but the vmfbs need to be remade.
Closing I have no idea when this will work.
@vilhalmer is this something we can do with the new openvr?
Do you have any pointers where?
There's two primary data sources for openvr skeletons according to Google Gemini search (Could be wrong so need to verify). https://github.com/ValveSoftware/openvr/wiki/SteamVR-Skeletal-Input 1. Raw Bone Transforms: * The function `vr::VRInput()->GetSkeletalBoneData()` is...
1. https://github.com/ValveSoftware/openvr/blob/ae46a8dd0172580648c8922658a100439115d3eb/headers/openvr.h#L5211 2. https://github.com/ValveSoftware/openvr/blob/ae46a8dd0172580648c8922658a100439115d3eb/headers/openvr.h#L4944 3. https://github.com/ValveSoftware/openvr/blob/ae46a8dd0172580648c8922658a100439115d3eb/headers/openvr.h#L4944 All the data structures and methods mentioned seem to be correct.
I can't promise anything, but if anyone provides a pull request we can review.
My plan is to do the raw bone transforms mapping them to the Godot Humanoid via https://docs.godotengine.org/en/latest/tutorials/xr/openxr_hand_tracking.html. Will be postponing `Finger Curls and Splays` until someone wants it.
@Malcolmnixon did I miss any approaches?